| Commit message (Collapse) | Author | Age | Files | Lines |
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Update gen6_gs_binding_table and gen6_sol_surface to use user-provided
geometry program information when present. This is necessary to implement
transform feedback support.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This takes care of generating code required to handle transform feedback.
Notice that transform feedback isn't enabled yet, since that requires
additional setups in other parts of the code that will come in later patches.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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We will use this parameter in later patches to provide information relevant
to transform feedback that needs to be set as part of the FF_SYNC message.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This opcode will be used when filling FF_SYNC header before
emitting vertices and their data.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This opcode generates code to copy the specified destination index
into subregister 5 of the MRF message header.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This opcode will be used when sending SVB WRITE messages to save
transform feedback outputs into Streamed Vertex Buffers.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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So far in gen6 we only used geometry shaders to implement transform feedback
in vertex shaders, so we assumed that the VUE map for the geometry shader
stage was always the same as for the vertex shader stage. This is no longer
true now that we support user provided geometry shaders in gen6 too.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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For this we will need to move PrimitiveID information, delivered in the thread
payload in r0.1, to a separate register (we use GS_OPCODE_SET_PRIMITIVE_ID
for this), then map the corresponding varying slot to that register in the
setup_payload() method.
Notice that we cannot use a virtual register as the destination for the
PrimitiveID because we need to map all input attributes to hardware registers
in setup_payload(), which happens before virtual registers are mapped to
hardware registers. We could work around that issue if we were able to compute
the first non-payload register in emit_prolog() and move the PrimitiveID
information to that register, but we can't because at that point we still
don't know the final number uniforms that will be included in the payload.
So, what we do is to place PrimitiveID information in r1, which is always
delivered as part of the payload but its only populated with data
relevant for transform feedback when we set GEN6_GS_SVBI_PAYLOAD_ENABLE
in the 3DSTATE_GS state packet.
When we implement transform feedback, we wil make sure to move the value of r1
to another register before we overwrite it with the PrimitiveID.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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In gen6 the geometry shader payload includes the PrimitiveID information in
r0.1. When the shader code uses glPimitiveIdIn we will have to move this to
a separate hardware register where we can map this attribute. This opcode
takes the selected destination register and moves r0.1 there.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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In gen6 we need to end the thread differently depending on whether we have
emitted at least one vertex or not. In case we did, the EOT message must
always include the COMPLETE flag or else the GPU hangs. If we have not
produced any output, however, we can't use the COMPLETE flag.
This would lead us to end the program with an ENDIF opcode, which we want
to avoid (and actually is not permitted since it hits an assertion), so
instead what we do is that we always request a new VUE handle every time we do
an URB WRITE, even for the last vertex we emit. With this we make sure that
whether we have emitted at least one vertex or none at all we have to finish the
thread without writing to the URB, which works for both cases by setting the
COMPLETE and UNUSED flags in the EOT message.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Just in case the GS algorithm does not call EndPrimitive() for the last
primitive produced. This is relevant only for non point outputs, since for
this we are already setting the PrimEnd flag on each vertex we emit.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Geometry shaders in gen6 are significantly different from gen7+ so it is better
to have them implemented in a different file rather than adding gen6 branching
paths all over brw_vec4_gs_visitor.cpp.
This commit adds an initial implementation that only handles point output, which
is the simplest case.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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In gen7+ we emit vertices as they come, however in gen6 geometry shaders we
have to buffer vertex data for all vertices and then emit it all in one go
at the end. To achieve this we need to generalize emit_urb_slot() to store
vertex data in general purpose registers and not only MRF registers.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Implemented by Ilia Mirkin <[email protected]>.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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We had GS_OPCODE_SET_DWORD_2_IMMED but this required its source argument to be
an immediate. In gen6 we need to set dword 2 of the URB write message header
from values stored in separate register, so we need something more flexible.
This change replaces GS_OPCODE_SET_DWORD_2_IMMED with GS_OPCODE_SET_DWORD_2.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Gen6 seems to require that EOT messages include the complete flag too or else
the GPU hangs. We add will this flag to the instruction when we emit the
thread end opcode.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Gen6 geometry shaders need to allocate URB handles for each new vertex they
emit after the first (the URB handle for the first vertex is obtained via the
FF_SYNC message).
This opcode adds the URB allocation mechanism to regular URB writes.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This implements the FF_SYNC message required in gen6 geometry shaders to
get the initial URB handle.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The code required for gen6 and gen7+ is almost the same, so reuse it.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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See 7dfb4b2d00ddb8e5ee24d4c58eb9415dc4ccc21c for more details.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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This is needed to support user-provided geometry shaders, since the
brw_ff_gs_prog atom in gen6 only takes care of implementing transform feedback
for vertex shaders.
If there is no user-provided geometry shader the implementation falls back to
the original code.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Currently, gen6 only uses geometry shaders for transform feedback so the state
we emit is not suitable to accomodate general purpose, user-provided geometry
shaders. This patch paves the way to add these support and the needed
3DSTATE_GS packet modifications for it.
Previous code that emitted state to implement transform feedback in gen6 goes
to upload_gs_state_adhoc_tf().
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Currently, when a geometry shader can't use dual object mode we fall back to
dual instance mode, however, when invocations == 1, single dispatch mode is
more performant and equally efficient in terms of register pressure.
Single dispatch mode requires that the driver can handle interleaving of
input registers, but this is already supported (dual instance mode has
the same requirement). However, to take full advantage of single dispatch mode
to reduce register pressure we would also need the ability to store two
separate vec4 output values into vec8 registers, which would approximately
double our capacity to store temporary values, but currently the vec4 visitor
and generator classes do not support this, so at the moment register pressure
in single and dual instance modes is the same.
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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It has been a bad name since we added the builder. Rename it to
ILO_DEBUG=batch to match i965, and call ilo_builder_decode() from
ilo_cp_submit_internal().
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"Flush" is used for too many things already: pipe resource flush, pipe context
flush, pipe transfer region flush, and hardware pipeline flush. Rename it to
ilo_cp_submit(). As such, ILO_DEBUG=flush is renamed to ILO_DEBUG=submit.
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Call ilo_builder_batch_used() directly.
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The simplification allows us to get rid of ilo_cp_set_ring() and
ilo_cp_implicit_flush(). The 3D query code is refactored for the
simplification.
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Fredrik's implementation of ARB_vertex_attrib_binding introduced new
gl_vertex_attrib_array and gl_vertex_buffer_binding structures, and
converted Mesa's older gl_client_array to be derived state. Ultimately,
we'd like to drop gl_client_array and use those structures directly.
One hitch is that gl_client_array::_MaxElement doesn't correspond to
either structure (unlike every other field), so we'd have to figure out
where to store it. The _MaxElement computation uses values from both
structures, so it doesn't really belong in either place. We could put
it in the VAO, but we'd have to pass it around everywhere.
It turns out that it's only used when ctx->Const.CheckArrayBounds is
set, which is only set by the (rarely used) classic swrast driver.
It appears that drivers/x11 used to set it as well, which was intended
to avoid segmentation faults on out-of-bounds memory access in the X
server (probably for indirect GLX clients). However, ajax deleted that
code in 2010 (commit 1ccef926be46dce3b6b5c76e812e2fae4e205ce7).
The bounds checking apparently doesn't actually work, either. Non-VBO
attributes arbitrarily set _MaxElement to 2 * 1000 * 1000 * 1000.
vbo_save_draw and vbo_exec_draw remark /* ??? */ when setting it, and
the i965 code contains a comment noting that _MaxElement is often bogus.
Given that the code is complex, rarely used, and dubiously functional,
it doesn't seem worth maintaining going forward. This patch drops it.
This will probably mean the classic swrast driver may begin crashing on
out of bounds vertex buffer access in some cases, but I believe that is
allowed by OpenGL (and probably happened for non-VBO accesses anyway).
There do not appear to be any Piglit regressions, either.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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While depth test state is passed through the fragment shader as sideband,
data, the stencil test state has to be set by the fragment shader itself.
Many tests are still failing, but this gets most of hiz/ passing.
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The SWZ instruction can have swizzle terms >4 (SWIZZLE_ZERO, SWIZZLE_ONE).
These swizzle terms caused a few assertions to fail.
This started happening after the commit "mesa: Actually use the Mesa IR
optimizer for ARB programs." when replaying some apitrace files.
A new piglit test (tests/asmparsertest/shaders/ARBfp1.0/swz-08.txt)
exercises this.
Cc: "10.3" <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Fixes 12 piglit tests (and 8 more crash -> fail) from reducing register
pressure.
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Prevents regression when I start doing copy propagation on uniforms.
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This allows for introducing dead code eliminating of uniforms, copy
propagation of uniforms, and instruction rescheduling between instructions
that both read uniforms.
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This is particularly important for outputs, where we try to MOV the whole
vec4 to the VPM, even if only 1-3 components had been set up. It might
also be important for temporaries, if the shader reads components before
writing them.
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Somehow I slipped this in with the original commit of CSE.
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While the result of signed integer division by zero is undefined by glsl
(and doesn't exist with d3d10), we must not crash, so need to make sure we
don't get sigfpe much like udiv already does.
Unlike udiv where we return 0xffffffff (as required by d3d10) there is
no requirement right now to return anything specific so we use zero.
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sample opcodes don't have valid texture target information (and I don't think
this should be changed), however it would be nice if we had that information
ready elsewhere, so stuff that information into the tgsi info when analyzing
a shader.
v2: Ilja Mirkin spotted some bugs wrt not handling msaa resources. So add them
and while there also add them to the tex opcode analysis this was cloned from
as well (plus get rid of some bug not detecting indirect textures there in some
cases too).
Reviewed-by: Jose Fonseca <[email protected]>
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MESA_FORMAT_x8y8z8w8 puts the x channel in the least significant part of
the containing 32-bit integer, which is equivalent to PIPE_FORMAT_xyzw8888.
PIPE_FORMAT_x8y8z8w8 puts the x channel first in memory.
This patch fixes up the mesa<->gallium mapping accordingly.
Signed-off-by: Richard Sandiford <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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MESA_FORMAT_LnAn puts the luminance in the least significant part of
the containing integer, which is equivalent to PIPE_FORMAT_LAnn.
PIPE_FORMAT_LnAn puts the luminance first in memory.
This patch fixes up the mesa<->gallium mapping accordingly.
Signed-off-by: Richard Sandiford <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This means that each 8888 SRGB format has a reversed counterpart,
which is necessary for handling big-endian mesa<->gallium mappings.
v2: fix missing i965 additions. (Jason)
fix 127->255 max alpha for SRGB formats. (Jason)
v1: Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Richard Sandiford <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The associated UNORM format already existed.
This means that each LnAn format has a reversed counterpart,
which is necessary for handling big-endian mesa<->gallium mappings.
[airlied: rebased onto current master]
Signed-off-by: Richard Sandiford <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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