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* nir: Add a writemask to store intrinsics.Kenneth Graunke2015-12-2212-19/+65
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tessellation control shaders need to be careful when writing outputs. Because multiple threads can concurrently write the same output variables, we need to only write the exact components we were told. Traditionally, for sub-vector writes, we've read the whole vector, updated the temporary, and written the whole vector back. This breaks down with concurrent access. This patch prepares the way for a solution by adding a writemask field to store_var intrinsics, as well as the other store intrinsics. It then updates all produces to emit a writemask of "all channels enabled". It updates nir_lower_io to copy the writemask to output store intrinsics. Finally, it updates nir_lower_vars_to_ssa to handle partial writemasks by doing a read-modify-write cycle (which is safe, because local variables are specific to a single thread). This should have no functional change, since no one actually emits partial writemasks yet. v2: Make nir_validate momentarily assert that writemasks cover the complete value - we shouldn't have partial writemasks yet (requested by Jason Ekstrand). v3: Fix accidental SSBO change that arose from merge conflicts. v4: Don't try to handle writemasks in ir3_compiler_nir - my code for indirects was likely wrong, and TTN doesn't generate partial writemasks today anyway. Change them to asserts as requested by Rob Clark. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> [v3]
* mesa: update gl_HelperInvocation support status in docsTapani Pälli2015-12-221-1/+1
| | | | | | | | | | | Was enabled for i965 and nvc0 by following commits: c875e3cdd21811ad6669160d59fa39a4526ef872 39f51ec96f00f601b9c4d4e321dacb3af9dc866f Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]> Acked-by: Matt Turner <[email protected]>
* mesa: fix interface matching done in validate_ioTapani Pälli2015-12-221-27/+88
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Patch makes following changes for interface matching: - do not try to match builtin variables - handle swizzle in input name, as example 'a.z' should match with 'a' - add matching by location - check that amount of inputs and outputs matches These changes make interface matching tests to work in: ES31-CTS.sepshaderobjs.StateInteraction The test still does not pass completely due to errors in rendering output. IMO this is unrelated to interface matching. Note that type matching is not done due to varying packing which changes type of variable, this can be added later on. Preferably when we have quicker way to iterate resources and have a complete list of all existed varyings (before packing) available. v2: add spec reference, return true on desktop since we do not have failing cases for it, inputs and outputs amount do not need to match on desktop. v3: add some more spec reference, remove desktop specifics since not used for now on desktop, add match by location qualifier, rename input_stage and output_stage as producer and consumer as suggested by Timothy. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* mesa: add SSBOs to the list of fragment shader side effectsIago Toral Quiroga2015-12-221-1/+3
| | | | | | | | | | | | | | | | | | | The i965 driver uses this function to decide if it can disable the FS unit in the absence of color/depth writes. We don't want to disable the unit in the presence of SSBOs, since the fragment shader could be writing to it. We could go a step further and check not just for the presence of SSBOs but also if the shader code writes to them. Does not look worth the trouble though and we are not doing this for atomic buffers either anyway. v2: put this into a generic _mesa_active_fragment_shader_has_side_effects function instead of having one specific for SSBOs (Jason). Fixes the following CTS test: ES31-CTS.shader_storage_buffer_object.advanced-usage-sync-vsfs Reviewed-by: Francisco Jerez <[email protected]>
* i965: Ensure FS execution in presence of atomic buffersIago Toral Quiroga2015-12-222-5/+6
| | | | | | | | | | | | | | | | | | | | | | On Haswell we need to set the UAV_ONLY WM state bit when there are no colour or depth buffer writes and on all hardware we should set the early depth/stencil control field to PSEXEC unless early fragment tests are enabled to make sure that the fragment shader is executed regardless of whether per-fragment tests pass or not as the spec requires. So far we have been doing this for images only, but we should apply the same treatment to all side effectful scenarios. Suggested by Curro. This is not strictly required for compliance with the original ARB_shader_atomic_counters extension, it's only necessary to get the execution semantics specified in GL4.2+ right. v2: - Mark active_fs_has_side_effects as constant. (Curro) - Mention that this is only only necessary to get the execution semantics specified in GL4.2+ right. (Curro) Reviewed-by: Francisco Jerez <[email protected]>
* mesa: Add a _mesa_active_fragment_shader_has_side_effects helperIago Toral Quiroga2015-12-223-10/+14
| | | | | | | | | | | | | | | Some drivers can disable the FS unit if there is nothing in the shader code that writes to an output (i.e. color, depth, etc). Right now, mesa has a function to check for atomic buffers and the i965 driver also checks for images. Refactor this logic into a generic function that we can use for any source of side effects in a fragment shader. Suggested by Jason. v2: - Use '_Shader', as suggested by Tapani, to fix the following CTS test: ES31-CTS.shader_atomic_counters.advanced-usage-many-draw-calls2 Reviewed-by: Francisco Jerez <[email protected]>
* i965: Implement gl_PatchVerticesIn by baking it into brw_tcs_prog_key.Kenneth Graunke2015-12-223-1/+12
| | | | | | | | | | | | | | | | | | The hardware provides us no decent way of getting at the number of input vertices in the patch topology from the tessellation control shader. It's actually very surprising - normally this sort of information would be available in the thread payload. For the precompile, we guess that the number of vertices will be the same for both the input and output patches. This usually seems to be the case. On Gen8+, we could pass in an extra push constant containing this value. We may be able to do that on Haswell too. It's quite a bit trickier on Ivybridge, however. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965: Add tessellation control shaders.Kenneth Graunke2015-12-2219-2/+1195
| | | | | | | | | | | | | | | | | | | | | | | | | The TCS is the first tessellation shader stage, and the most complicated. It has access to each of the control points in the input patch, and computes a new output patch. There is one logical invocation per output control point; all invocations run in parallel, and can communicate by reading and writing output variables. One of the main responsibilities of the TCS is to write the special gl_TessLevelOuter[] and gl_TessLevelInner[] output variables which control how much new geometry the hardware tessellation engine will produce. Otherwise, it simply writes outputs that are passed along to the TES. We run in SIMD4x2 mode, handling two logical invocations per EU thread. The hardware doesn't properly manage the dispatch mask for us; it always initializes it to 0xFF. We wrap the whole program in an IF..ENDIF block to handle an odd number of invocations, essentially falling back to SIMD4x1 on the last thread. v2: Update comments (requested by Jordan Justen). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965: Add tessellation evaluation shadersKenneth Graunke2015-12-2213-3/+627
| | | | | | | | | | | | | | | | | | | The TES is essentially a post-tessellator VS, which has access to the entire TCS output patch, and a special gl_TessCoord input. Otherwise, they're very straightforward. This patch implements SIMD8 tessellation evaluation shaders for Gen8+. The tessellator can generate a lot of geometry, so operating in SIMD8 mode (8 vertices per thread) is more efficient than SIMD4x2 mode (only 2 vertices per thread). I have another patch which implements SIMD4x2 mode for older hardware (or via an environment variable override). We currently handle all inputs via the pull model. v2: Improve comments (suggested by Jordan Justen). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* nir: remove field only used in GLSL IR when assigning varying locationsTimothy Arceri2015-12-222-10/+0
| | | | | | | | | | This field is used as a flag to optimise out any varyings that don't have a matching varying on the other side of the interface. The value should be the same for all varyings (except for SSO but we can't optimise those) by the time they reach nir and are no longer be needed. Acked-by: Jason Ekstrand <[email protected]>
* nouveau: enable use of new kernel interfacesBen Skeggs2015-12-222-4/+0
| | | | | | | Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nvc0: remove use of deprecated sw class identifierBen Skeggs2015-12-221-3/+5
| | | | | | | | | | | Also emits a method to properly bind the class to a subchannel, which was missing previously. The kernel currently doesn't care, but this will break if it ever decides to (ie. to support multiple sw classes). Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nv50: fix g98+ vdec class allocationBen Skeggs2015-12-221-6/+51
| | | | | | | | | | | | | | | | | | | The kernel previously exposed incorrect classes for some of the chipsets that this code supports. It no longer does, but the older object ioctls have compatibility to avoid breaking userspace. This needs to be fixed before switching over to the newer interfaces. Rather than hardcoding chipset->class like the rest of the driver does, this makes use of (new) sclass queries to determine what's available. v2. - update to use symbolic class identifier from <nvif/class.h> Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nouveau: remove use of deprecated nouveau_device_wrap()Ben Skeggs2015-12-225-9/+46
| | | | | | | | | | | | | | Switching to the newer libdrm entry-points tells libdrm that it's OK to make use of newer kernel interfaces. We want to be able to isolate any bugs to either the interfaces changes, or the use of NVIF itself. As such, this commit has a slight hack which forces libdrm to continue using the older kernel interfaces. Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nouveau: fix screen creation failure pathsBen Skeggs2015-12-225-25/+33
| | | | | | | | | | | | | | The winsys layer would attempt to cleanup the nouveau_device if screen init failed, however, in most paths the pipe driver would have already destroyed it, resulting in accesses to freed memory etc. This commit fixes the problem by allowing the winsys to detect whether the pipe driver's destroy function needs to be called or not. Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nouveau: return nouveau_screen from hw-specific creation functionsBen Skeggs2015-12-225-11/+11
| | | | | | | | | Kills off a void cast. Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nouveau: remove use of deprecated nouveau_device::drm_versionBen Skeggs2015-12-227-12/+15
| | | | | | | | | v2. update for libdrm nouveau_drm::lib_version removal Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nouveau: remove use of deprecated nouveau_device::fdBen Skeggs2015-12-223-1/+3
| | | | | | | Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* nouveau: bump required libdrm version to 2.4.66Ben Skeggs2015-12-221-2/+2
| | | | | | | | | v2. forgot bump for non-gallium driver Signed-off-by: Ben Skeggs <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Samuel Pitoiset <[email protected]>
* r600: fix viewport clipping handling (v2)Dave Airlie2015-12-223-12/+15
| | | | | | | | | | | | | | If oViewport is written, vertex reuse need to be turned off. If oViewport is constant, vertex reuse is fine, and VPORT_PROVOKE_DISABLE need to be set. (we don't have enough info to program VPORT_PROVOKE). Fixes: arb_viewport_array-render-viewport-2 and some CTS tests. v2: drop vport provoke write, drop initial state writing this on evergreen, only program it on evergreen. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: fix viewport clipping handling. (v2)Dave Airlie2015-12-221-1/+4
| | | | | | | | | | | | | | | If oViewport is written, vertex reuse need to be turned off. If oViewport is constant, vertex reuse is fine, and VPORT_PROVOKE_DISABLE need to be set. (We don't know if oViewport is constant so we skip this.) Fixes: arb_viewport_array-render-viewport-2 and some CTS tests. v2: drop writing to provoke disable, drop write in initial state. Reviewed-by: Marek Olšák <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* r600: drop VTX_CNT_EN write from initial stateDave Airlie2015-12-221-8/+4
| | | | | | | we always program this in shader stages atom now. Reviewed-by: Marek Olšák <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* gallium/radeon: fix regression in a number of driver queriesNicolai Hähnle2015-12-211-3/+3
| | | | | | | | This rather silly mistake was introduced by commit 01910676. Cc: "11.1" <[email protected]> Reviewed-by: Alex Deucher <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* i965: Only apply CS stall workaround pre-SKLBen Widawsky2015-12-211-2/+4
| | | | | | | As per the docs. Signed-off-by: Ben Widawsky <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glx/dri3: a drawable might not be bound at wait timeIlia Mirkin2015-12-211-2/+4
| | | | | | | | A trace of Alien Isolation hit this on nouveau. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-and-Tested-by: Michel Dänzer <[email protected]> Cc: "11.0 11.1" <[email protected]>
* docs: add news item and link release notes for 11.0.8Emil Velikov2015-12-212-0/+7
| | | | Signed-off-by: Emil Velikov <[email protected]>
* docs: add sha256 checksums for 11.0.8Emil Velikov2015-12-211-1/+2
| | | | | Signed-off-by: Emil Velikov <[email protected]> (cherry picked from commit b9b19162ee3f8d68be76b71adf2a290cbb675660)
* docs: add release notes for 11.0.8Emil Velikov2015-12-211-0/+199
| | | | | Signed-off-by: Emil Velikov <[email protected]> (cherry picked from commit 261daab6b4f7a1cff143bebcd632ad5a2cdafa74)
* glsl: count attributes for vertex inputs properly.Dave Airlie2015-12-191-1/+1
| | | | | | | | | This function deals with vertex inputs and fragment outputs, so we should count the attribute locations correctly for the vertex inputs. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* ralloc: Fix ralloc_adopt() to the old context's last child's parent.Kenneth Graunke2015-12-181-0/+1
| | | | | | | | | | | I was cleverly using one iteration to obtain a pointer to the last item in ralloc's singly list child list, while also setting parents. Unfortunately, I forgot to set the parent on that last item. Cc: "11.1 11.0 10.6" <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: fix transform feedback for 64-bit outupts.Dave Airlie2015-12-192-3/+30
| | | | | | | This fixes the calculations for transform feedback for doubles. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* glsl: fix partial marking for fp64 types.Dave Airlie2015-12-191-0/+7
| | | | | | | | This doubles the element width for the types that are greater than 2 elements wide. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* glsl: only update doubles inputs for vertex inputs.Dave Airlie2015-12-191-1/+4
| | | | | | | | This doesn't apply to other stages. This is only used in the mesa/st code, which needs further fixes. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* vc4: Do instruction scheduling on the QIR to hide texture fetch latency.Eric Anholt2015-12-184-0/+624
| | | | | | | | | | | | | | | | | | | | This is a rewrite of vc4_opt_qpu_schedule.c to operate on QIR. Texture fetch can probably take as much as the rest of the cycles of the program, so it's important to hide our other cycles during it (which is hard to do after register allocation). Also, we can queue up multiple texture requests before collecting the resulting samples, so that we keep the texture unit busy more of the time. High-settings openarena performance +2.35849% +/- 0.221154% (n=7). Also about 2-3% on the multiarb demo. 8 piglit tests (ext_framebuffer_multisample accuracy depthstencil) go from failing in rendering to failing in register allocation, but hopefully I can fix that up with some better register pressure handling here. total instructions in shared programs: 87723 -> 88448 (0.83%) instructions in affected programs: 78411 -> 79136 (0.92%) total estimated cycles in shared programs: 276583 -> 246306 (-10.95%) estimated cycles in affected programs: 265691 -> 235414 (-11.40%)
* vc4: Fix latency handling for QPU texture scheduling.Eric Anholt2015-12-181-32/+50
| | | | | | There's only high latency between a complete texture fetch setup and collecting its result, not between each step of setting up the texture fetch request.
* vc4: Keep sample mask writes from being reordered after TLB writesEric Anholt2015-12-181-1/+2
| | | | | | Fixes a regression I noticed after introducing scheduling on the QIR. Cc: "11.1" <[email protected]>
* glsl: fix count_attribute_slots to allow for different 64-bit handlingDave Airlie2015-12-195-11/+30
| | | | | | | | | | | | | So vertex shader input attributes are handled different than internal varyings between shader stages, dvec3 and dvec4 only count as one slot for vertex attributes, but for internal varyings, they count as 2. This patch comments all the uses of this API to clarify what we pass in, except one which needs further investigation Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: use dual slot helper in the linker code.Dave Airlie2015-12-191-10/+1
| | | | | Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl/fp64: add helper for dual slot double detection.Dave Airlie2015-12-192-9/+9
| | | | | | | | | | | | | The old function didn't work for matrices, and we need this in other places to fix some other problems, so move to a helper in glsl type and fix the one user so far. A dual slot double is one that has 3 or 4 components in it's base type. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Oded Gabbay <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: pass stage into mark functionDave Airlie2015-12-191-4/+4
| | | | | | | | | Don't use a bool here, as for some 64-bit fixes we need the stage. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Oded Gabbay <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* freedreno/ir3: fix 32-bit builds with pointer-to-int-cast error enabledRob Herring2015-12-181-1/+1
| | | | | | | | | Android builds with -Werror=pointer-to-int-cast causing an error on 32-bit builds. Cc: "11.0 11.1" <[email protected]> Signed-off-by: Rob Herring <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* i965/vec4: Optimize predicate handling for any/all.Matt Turner2015-12-182-18/+77
| | | | | | | | | | | | | | | | | | For a select whose condition is any(v), instead of emitting cmp.nz.f0(8) null<1>D g1<0,4,1>D 0D mov(8) g7<1>.xUD 0x00000000UD (+f0.any4h) mov(8) g7<1>.xUD 0xffffffffUD cmp.nz.f0(8) null<1>D g7<4,4,1>.xD 0D (+f0) sel(8) g8<1>UD g4<4,4,1>UD g3<4,4,1>UD we now emit cmp.nz.f0(8) null<1>D g1<0,4,1>D 0D (+f0.any4h) sel(8) g9<1>UD g4<4,4,1>UD g3<4,4,1>UD Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Delete bany, ball, fany, fall.Matt Turner2015-12-187-37/+5
| | | | | | | | | | | As in the previous patches, these can be implemented as any(v) -> any_nequal(v, false) all(v) -> all_equal(v, true) and their removal simplifies the code in the next patch. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Implement all(v) as all_equal(v, true).Matt Turner2015-12-181-14/+2
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: Remove ir_unop_any.Matt Turner2015-12-189-165/+5
| | | | | | | The GLSL IR to TGSI/Mesa IR paths for any_nequal have the same optimizations the ir_unop_any paths had. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Implement any(v) as any_nequal(v, false).Matt Turner2015-12-181-1/+14
| | | | Reviewed-by: Ian Romanick <[email protected]>
* gallium/radeon: only dispose locally created target machine in ↵Nicolai Hähnle2015-12-181-2/+3
| | | | | | | | | radeon_llvm_compile Unify the cleanup paths of the function rather than duplicating code. Cc: "11.0 11.1" <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* gallium/util: (trivial) include p_shader_tokens.h in u_simple_shaders.hRoland Scheidegger2015-12-181-0/+1
| | | | as it uses definition from it (enum tgsi_return_type).
* draw: fix clip test with NaNsRoland Scheidegger2015-12-182-14/+18
| | | | | | | | | | | | | | | | NaNs mean it should be clipped, otherwise the NaNs might get passed to the next stages (if clipping didn't happen for another reason already), which might cause all kind of problems. The llvm path got this right already (possibly by luck), but this isn't used when there's a gs active. Found by code inspection, verified with some hacked piglit test and some more hacked debug output. (Note the clipper can still itself incorrectly generate NaN and INF position values in its output prims (at least after w divide / viewport transform) even if the inputs weren't NaNs, if the position data of the vertices is "sufficiently bad".) Reviewed-by: Brian Paul <[email protected]>
* draw: fix pstipple and aaline stages wrt sampler_views/samplersRoland Scheidegger2015-12-182-7/+9
| | | | | | | | | | | | | | Those stages only really work for OGL-style texturing (so number of samplers and views mostly the same, certainly for the max values). These get often set up all at once, thus there might be max number of both even if all of them are just NULL. We must not set the max number of samplers and views to the same value since that will lead to terrible things if a driver supports more views than samplers (and the state tracker set up all the views). (This will not make these stages magically work if a shader uses dx10-style texturing, they might still replace an actually used sview in that case.) Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>