| Commit message (Collapse) | Author | Age | Files | Lines |
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We used to use a meta path because blorp didn't support 16x MSAA. Now it
does, so we don't need the meta paths anymore.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The helper was initially created to allow us to set reasonable defaults as
we mutated the brw_blorp_prog_data structure in preparation for NIR. Now
that everything is going through brw_blorp_compile_nir_shader() which fully
fills out the brw_blorp_prog_data structure, we don't need the helper.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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NIR gets kind of awkward when you have a 3-component vector with two floats
and one int. This led to us accidentally going through float for the
sample index. It doesn't hurt anything but it also isn't needed.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The original code-flow tried to map original blorp. This puts things more
where they belong and simplifies some of the logic.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Many of the more complex cases still fall back to the old shader builder.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95373
Reviewed-by: Topi Pohjolainen <[email protected]>
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There's no reason to be passing a whole struct around just for a single
boolean. We can create it later when we actually need to use it as a key.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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This array allows the push constants to be re-arranged on upload. The
actual arrangement will, eventually, come from the back-end compiler.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Intel hardware does a form of multisample compression that involves an
auxilary surface called the MCS. When an MCS is in use, you have to first
sample from the MCS with a special opcode and then pass the result of that
operation into the next sample instrucion. Normally, we just do this
ourselves in the back-end, but we want to expose that functionality to NIR
so that we can use MCS values directly in NIR-based blorp.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is similar to nir_channel except that it lets you grab more than one
channel by providing a mask.
Reviewed-by: Kenneth Graunke <[email protected]>
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There's no reason for having a macro *and* a python generator. We can
easily just do the whole thing in python. This has the advantage that we
are no longer definining ALU# macros which conflict with the ones in
brw_fs_builder.h.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is what BLORP does. Making them match cuts down on the noise when
looking at AUB diffs.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The hardware packets organize kernel pointers and GRF start by slots that
don't map directly to dispatch width. This means that all of the state
setup code has to re-arrange the data from prog_data into these slots.
This logic has been duplicated 4 times in the GL driver and one more time
in the Vulkan driver. Let's just put it all in brw_fs.cpp.
Reviewed-by: Kenneth Graunke <[email protected]>
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This better matches gen8 state setup
Acked-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have a persample_shading bit in prog_data we can reduce the
amount the state setup code needs to be looking at the GL state. In
particular, it no longer pulls anything directly out of the
gl_fragment_program and no longer depends on NEW_FRAGMENT_PROGRAM.
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit reworks and simplifies the way we handle persample shading in
the shader key and prog_data. The previous approach had three different
key bits that had slightly different and hard-to-decern meanings while the
new bits are far more clear. This commit changes it to two easily
understood bits that communicate everything we need:
1) key->persample_interp: means that the user has requested persample
interpolation through the API. This is equivalent to having
SAMPLE_SHADING enabled and having MIN_SAMPLE_SHADING_VALUE set high
enough that you actually get multiple per-sample invocations.
2) key->multisample_fbo: means that the shader will be running on an
actual multi-sampled framebuffer.
This commit also adds a new "persample_dispatch" bit to prog_data which
indicates that the shader should be run in persample mode. This way the
state setup code doesn't have to look at the fragment program or GL state
and can just pull that data out of the prog_data.
In theory, this shuffle could mean more recompiles. However, in practice,
we were shoving enough state into the key before that we were probably
hitting a recompile on every per-sample shader anyway.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Commit 5310bca024f77da40ea6f4c275455f9cb0528f9e added a new "double df"
field to the brw_reg struct, adding an extra 4 bytes of data that isn't
usually initialized (or may contain irrelevant garbage if the struct is
mutated). This means that it's no longer safe to memcmp().
Instead, add a brw_regs_equal() function which ignores the extra df bits
unless they matter. To keep the implementation cheap, we wrap the first
set of fields in a union/struct so that we can use a single DWord
comparison.
v2: Drop unnecessary casts (caught by Francisco Jerez).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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I'll fix this up on Monday, so leave the docs changes in place.
Signed-off-by: Dave Airlie <[email protected]>
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arrays (v4)"
This reverts commit ad355652c20b245f5f2faa8622e71461e3121a7f.
This broke a bunch of clip tests.
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Watch the oes_shader_io_blocks of my fd.o Mesa GIT repo for progress.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes a few dEQP tests like
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.no_qualifiers.default_framebuffer
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Many were already marked as fs_only, but not all. This fixes the
remaining ir_txb entries.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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interpolateAt* can only take input variables or an element of an input
variable array. No structs.
Further, GLSL 4.40 relaxes the requirement to allow swizzles, so enable
that as well.
This fixes the following dEQP tests:
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.negative.interpolate_struct_member
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.interpolate_struct_member
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.negative.interpolate_struct_member
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In the case of a constant, it might have been propagated through and
variable_referenced() returns NULL. Error out in that case.
Fixes 3 dEQP tests:
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.negative.interpolate_constant
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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v2: don't bother with cull dist varyings except to assert.
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This lets us safely enable or disable the extension as needed
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2: make too large array a compile error
v3: squash mesa/prog patch to avoid static compiler errors in bisect
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This will come in handy when we want to lower gl_CullDistance into
gl_CullDistanceMESA.
[airlied: drop separate APIs for clip/cull - just use single API
to call both passes.]
v3: reexamine my sanity, this was pretty broken, the new code
creates one copy of gl_ClipDistanceMESA, as the clip distance
varying and lowers everything into that in two passes, one for clips
one for culls.
v4: rework using the passes in clip/cull sizes, instead of the
array sizes.
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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