| Commit message (Collapse) | Author | Age | Files | Lines |
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SIMD16 compute shaders use a send(16) with mlen 1 for the EOT message,
using a source of g127 for the single register. With a UD type, this
supposedly could read g128, which doesn't exist, causing the simulator
to get cranky. Use a UW type to avoid this.
Cc: "17.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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According to GL_KHR_vulkan_glsl, the signature of subpassLoad() is:
gvec4 subpassLoad(gsubpassInput subpass);
gvec4 subpassLoad(gsubpassInputMS subpass, int sample);
So the multisampled case always receives an explicit sample index that we
should use. The current implementation was ignoring this parameter
and using gl_SampleID value instead.
Fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_id.*
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0" <[email protected]>
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I hadn't bothered to set this bit because I figured it would just
paper over us getting the rectangle wrong. But it turns out that
there is a legitimate reason to use it, so let's do so.
The alternative would be to chop up 16k clears to multiple 8k clears,
which is pointlessly painful.
Cc: "17.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Jason Ekstranad <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Add a helper function, anv_get_queue_family_properties(), which fills the
struct. This patch reduces churn in the following patch that implements
vkGetPhysicalDeviceQueueFamilyProperties2KHR.
Reviewed-by: Jason Ekstranad <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Add a helper function, anv_get_image_format_properties(), which does all
the work and has a VkPhysicalDeviceImageFormatInfo2KHR parameter. This
patch reduces churn in the following patch that implements
vkGetPhysicalDeviceImageFormatProperties2KHR.
Reviewed-by: Jason Ekstranad <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The struct was deleted by:
commit efe9d1cde3340d3a9d17e5560b609a4fb839d43d
Author: Edward O'Callaghan <[email protected]>
Subject: anv: Clean up some unused variables
Unlike the original anv_common, the new one has a non-const pNext
pointer because we will use it for the output structs of
VK_KHR_get_physical_device_properties2.
v2:
- Retype pNext from void* to struct anv_common*.
Reviewed-by: Jason Ekstranad <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is a printf-like macro that prints a debug message to stderr when
built with DEBUG. If no DEBUG, then do nothing.
Reviewed-by: Jason Ekstranad <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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functions
All of the functions were passing 1 to _mesa_uniform instead of passing
count.
Fixes 16 unsed parameter warnings like:
main/uniforms.c: In function ‘_mesa_Uniform1i64vARB’:
main/uniforms.c:1692:47: warning: unused parameter ‘count’ [-Wunused-parameter]
_mesa_Uniform1i64vARB(GLint location, GLsizei count, const GLint64 *value)
^~~~~
This is why I build with extra warnings enabled. Unfortunately, there
are so many unused parameter warnings in Mesa that I didn't notice these
added warnings for over 6 months. :(
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The spec section 5.2 says:
"vkAllocateCommandBuffers can be used to create multiple command
buffers. If the creation of any of those command buffers fails, the
implementation must destroy all successfully created command buffer
objects from this command, set all entries of the pCommandBuffers
array to VK_NULL_HANDLE and return the error."
Fixes:
dEQP-VK.api.object_management.alloc_callback_fail_multiple.command_buffer_primary
dEQP-VK.api.object_management.alloc_callback_fail_multiple.command_buffer_secondary
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: "17.0" <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: "17.0" <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: "17.0" <[email protected]>
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In swr_update_derived() update texture and sampler state on a new fragment
shader. GALLIUM_HUD can update fs using a previously bound texture and
sampler.
Reviewed-by: Bruce Cherniak <[email protected]>
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Useful when debugging applications which map a ton of buffers
and also because we used to run into Linux's limit on the number
of simultaneous mmap() calls.
v2: - update the commit message
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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SPIR-V maps both gl_SampleMask and gl_SampleMaskIn to the same
builtin (SampleMask). The only way to tell which one we are dealing with
is to check if it is an input or an output.
Fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_mask.write.*
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Along the lines of what
3b804819 anv: Default PointSize to 1.0 if not written by the shader
does for anv, program a default point size in the hw of 1.0.
This preempt fixes a bunch of geom shader tests.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes R11G11B10_FLOAT, because it's in the category of "OTHER",
meaning that it doesn't have any channel description.
Cc: 17.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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If radeonsi starts compiling an optimized shader variant asynchronously
with a GL debug callback set and the application destroys the GL context,
radeonsi crashes when trying to write shader stats into the debug output
of a non-existent context after compilation, because st/mesa was destroyed
before pipe_context.
Firefox with WebGL2 enabled hits this bug.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99456
v2: protect against a double destroy in st_create_context_priv and callers.
Cc: 17.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The original number was chosen in an attempt to match the limits applied to
GLSL IR.
A look at the git history of the why these limits were chosen for GLSL IR
shows it was more to do with the slow speed of unrolling large loops in
GLSL IR than anything else. The speed of loop unrolling in NIR is not a
problem so we may wish to bump this even higher in future.
No shader-db change, however a furture change will disbale the GLSL IR
optimisation loop in the i965 backend results in 4 loops from The Talos
Principle failing to unroll. Bumping the limit allows them to unroll which
results in the instruction count matching the previous output from when the
GLSL IR opts were still enabled.
Reviewed-by: Jason Ekstrand <[email protected]>
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Previously the constant array would not get copy propagated until the backend
did its GLSL IR opt loop. I plan on removing that from i965 shortly which
caused huge regressions in Deus-ex and Tomb Raider which have large
constant arrays. Moving lowering before the opt loop in the GLSL linker
fixes this and unexpectedly improves some compute shaders also.
shader-db results BDW:
instructions helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 204 -> 194 (-4.90%)
instructions helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1010 -> 741 (-26.63%)
instructions helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 542 -> 385 (-28.97%)
cycles helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1831382 -> 1818492 (-0.70%)
cycles helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 216238 -> 206180 (-4.65%)
cycles helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 18484 -> 16644 (-9.95%)
total instructions in shared programs: 13060313 -> 13059877 (-0.00%)
instructions in affected programs: 1756 -> 1320 (-24.83%)
helped: 3
HURT: 0
total cycles in shared programs: 256586698 -> 256561910 (-0.01%)
cycles in affected programs: 2066104 -> 2041316 (-1.20%)
helped: 3
HURT: 0
V3: only call the opt loop if lowering progressed (Suggested by Eric)
V2: call opts before and after lowering (Suggested by Ken)
Reviewed-by: Eric Anholt <[email protected]>
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OpenGL ES implementations are not allowed to ship ARB extensions, and
OpenGL implementations are not allowed to ship OES extensions.
The functionality is also included in GL_ARB_ES2_compatibility. Ever
OpenGL core-profile driver currently exposes both extensions. I don't
know of any applications that explicitly check for GL_OES_read_format,
so removing it seems very unlikely to cause problems. No functionality
is removed.
I have left this extension in place for compatibility profile. There
are still OpenGL 1.x drivers in Mesa, and adding code to check for
compatibility profile and not GL_ARB_ES2_compatibility for
GL_IMPLEMENTATION_COLOR_READ_TYPE and GL_IMPLEMENTATION_COLOR_READ_FORMAT
just feels dumb.
Three other other alternatives considered:
- Remove the string from compatibility profile drivers but leave the
functionality in place.
- Add a flag to expose the extension string, and set it in every OpenGL
driver that does not expose GL_ARB_ES2_compatibility (and those
drivers only). I tried this. You can't have two instances of an
extension in the extension table (one dummy_true for ES1 and one with
a flag for compatibility profile), so the implementation requires a
bit of effort.
- Only expose the extension in compatibility if the version is less
than 2.0. I didn't see an easy way to do this.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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Trivial.
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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As per VK_KHR_maintenance1, clients can render to a slice of a 3D image
by creating a VK_IMAGE_VIEW_TYPE_2D view of it.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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As of VK_KHR_maintenance1, these are supposed to be reported for any
formats on which we support transfer operations. For us, this is
anything that we can texture from.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Our command buffers already efficiently use a global pool so trimming
doesn't really need to do anything.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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As per VK_KHR_maintenance1, setting a negative height in the viewport
can be used to get flipped coordinates. This is, aparently, very useful
when porting D3D apps to Vulkan. All we need to do to support this is
to make sure we actually set the min and max correctly.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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These files belong to the vulkan loader.
Reviewed-by: Emil Velikov <[email protected]>
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define __STDC_FORMAT_MACROS and include <inttypes.h> (same as
ir_builder_print_visitor.cpp already does).
Otherwise, some mingw build errors out (since
8e7e1ae0365ddc7edb0d4d98250ab46728e6c14a and
bbce1c538dc0cb8bf3769510283d11847dc07540 presumably) with:
src/compiler/glsl/ir_print_visitor.cpp:479:40: error: expected ‘)’ before ‘PRIu64’
case GLSL_TYPE_UINT64:fprintf(f, "%" PRIu64, ir->value.u64[i]); break;
(Note even with that fix I get other format specifier warnings:
src/compiler/glsl/ir_print_visitor.cpp:473:47:
warning: unknown conversion type character ‘a’ in format [-Wformat=]
fprintf(f, "%a", ir->value.f[i]);
^
src/compiler/glsl/ir_print_visitor.cpp:473:47:
warning: too many arguments for format [-Wformat-extra-args]
but it still compiles at least)
Reviewed-by: Jose Fonseca <[email protected]>
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The use of fast rcp instruction is disabled, and will always fall back
to use a division instead (1 / x). Hence, if we get a division opcode,
it doesn't make much sense trying to split that into rcp/mul.
Reviewed-by: Jose Fonseca <[email protected]>
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we can't use the cpu implementation of fdiv, as this one uses different
lp_build_context, which causes assertion failure.
Just use default fdiv action (there is no fast rcp for doubles which we
could potentially use anyway).
Cc: 17.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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softpipe (along with llvmpipe) claims to support arb_gpu_shader_fp64,
so we really need to support that opcode.
Cc: 17.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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In brw_blorp_copyteximage, we use the format from the render buffer.
This could be a combined depth/stencil format. In this case, we handle
stencil properly but we give blorp the wrong ISL format. Specifically,
we would give blorp ISL_FORMAT_R32G32B32A32_FLOAT which is the wrong
size was causing GPU hangs.
Fixes: GL45-CTS.gtf30.GL3Tests.packed_depth_stencil.packed_depth_stencil_copyteximage
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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state_tracker/st_glsl_to_tgsi.cpp:302:28: warning: ‘glsl_to_tgsi_instruction::tex_type’
is too small to hold all values of ‘enum glsl_base_type’
glsl_base_type tex_type:4;
Fixes: 8ce53d4a2f3 ("glsl: Add basic ARB_gpu_shader_int64 types")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Also, wrap this into a do { ... } while (0). Suggested by Nicolai.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2 (Jason, Curro): Add stencil also even though it is not
enabled yet.
Cc: 17.0 <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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v2: Other way round... to make consistent, make both return type have
the fixed width - uint32_t.
Cc: Daniel Stone <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Acked-by: Daniel Stone <[email protected]>
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Other things are out of order, but I need to add a getter so I'm just
fixing those.
This helps people adding to GBM know where the right place to put things
is.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Acked-by: Daniel Stone <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 13953f012dfc7f89dbb07f1eda856aa5353347cc)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 36e3f2542d3cde1fe4f7ca0be83dc49d941cb988)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 555885a0bf64d49bc6c31c0aaeb636c24ef61102)
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Signed-off-by: Emil Velikov <[email protected]>
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This is simply keyed off the vertex shader, as that's guaranteed to be
present in any pipeline.
Signed-off-by: Ilia Mirkin <[email protected]>
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