| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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It has only minimal advantages for post processing and doesn't work with VCE.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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[airlied: v2 cayman fixups]
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Previously, ATTR was indexed by VERT_ATTRIB_* slots; at the end of
compilation, assign_vs_urb_setup() translated those into GRF units,
and converted ATTR to HW_REGs.
This patch moves the transslation earlier, making ATTR work in terms of
GRF units from the beginning. assign_vs_urb_setup() simply has to add
the number of payload registers and push constants to obtain the final
hardware GRF number. (We can't do this earlier as those values aren't
known.)
ATTR still supports reg_offset; however, it's simply added to reg.
It's not clear whether this is valuable or not.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The act of ensuring that there is space can cause a flush to happen,
which will emit the current screen fence. If that is the fence we're
trying to wait on, then it will have been emitted as a result of doing
the PUSH_SPACE. Don't attempt to emit it a second time.
Signed-off-by: Ilia Mirkin <[email protected]>
Fixes: 8053c9208f (nouveau: avoid emitting new fences unnecessarily)
Cc: [email protected]
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Fixes:
spec/glsl-1.20/compiler/structure-and-array-operations/array-size-sequence-in-parenthesis.vert
spec/glsl-es-1.00/compiler/array-sized-by-sequence-in-parenthesis.vert
spec/glsl-es-3.00/compiler/array-sized-by-sequence-in-parenthesis.vert
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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expression
Fixes:
ES3-CTS.shaders.negative.constant_sequence
spec/glsl-es-3.00/compiler/global-initializer/from-sequence.vert
spec/glsl-es-3.00/compiler/global-initializer/from-sequence.frag
v2: Fix a couple copy-and-paste mistake in the spec quotations.
Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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operator
This will be used in the next patch to enforce some language sematics.
v2: Fix inverted logic in
ast_function_expression::has_sequence_subexpression. The method
originally had a different name and a different meaning. I fixed the
logic in ast_to_hir.cpp, but I only changed the names in
ast_function.cpp.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]> [v1]
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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v2: Combine this check with the existing const and uniform checks. This
change depends on the previous patch (glsl: Only set
ir_variable::constant_value for const-decorated variables).
Fixes:
ES2-CTS.shaders.negative.initialize
ES3-CTS.shaders.negative.initialize
spec/glsl-es-1.00/compiler/global-initializer/from-attribute.vert
spec/glsl-es-1.00/compiler/global-initializer/from-uniform.vert
spec/glsl-es-1.00/compiler/global-initializer/from-uniform.frag
spec/glsl-es-1.00/compiler/global-initializer/from-global.vert
spec/glsl-es-1.00/compiler/global-initializer/from-global.frag
spec/glsl-es-1.00/compiler/global-initializer/from-varying.frag
spec/glsl-es-3.00/compiler/global-initializer/from-uniform.vert
spec/glsl-es-3.00/compiler/global-initializer/from-uniform.frag
spec/glsl-es-3.00/compiler/global-initializer/from-in.vert
spec/glsl-es-3.00/compiler/global-initializer/from-in.frag
spec/glsl-es-3.00/compiler/global-initializer/from-global.vert
spec/glsl-es-3.00/compiler/global-initializer/from-global.frag
Note: spec/glsl-es-3.00/compiler/global-initializer/from-sequence.*
still fail because the result of a sequence operator is still considered
to be a constant expression.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92304
Reviewed-by: Tapani Pälli <[email protected]> [v1]
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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Right now we're also setting for uniforms, and that doesn't seem to hurt
things. The next patch will make general global variables in GLSL ES,
and those definitely should not have constant_value set!
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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whether to keep an unused uniform
This even matches the comment "uniform initializers are precious, and
could get used by another stage."
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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initialize uniforms
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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This is the way layout(binding=xxx) works from GLSL. The old method
just happened to work (and significantly predated support for
layout(binding=xxx)), but future changes will break this.
v2: Remove some stale comments. Suggested by Matt and Chris Forbes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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In d4a24745 (August 2012), Paul made functions calls not be constant
expressions in GLSL ES 1.00. Since this feature was added in desktop
GLSL 1.20, we believed that it was added in GLSL ES 3.00. That turns
out to be completely wrong. Built-in functions have always been allowed
as constant expressions in GLSL ES, and the patch adds the (many) spec
quotations to prove it.
While we never previously encountered this, a later patch enforces a GLSL
ES 1.00 rule that global variable initializers must be constant
expressions. Without this fix, several dEQP tests fail.
Fixes:
tests/spec/glsl-es-1.00/compiler/const-initializer/from-function.frag
tests/spec/glsl-es-1.00/compiler/const-initializer/from-function.vert
tests/spec/glsl-es-1.00/compiler/const-initializer/from-sequence-in-function.frag
tests/spec/glsl-es-1.00/compiler/const-initializer/from-sequence-in-function.vert
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.0 10.1 10.2 10.3 10.4 10.5 10.6 11.0" <[email protected]>
Yes, I know we don't maintain stable branches that far back, but that
*is* how far back this bug goes!
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Vertex attributes of different categories (constant/per-instance/
per-vertex) go into different buffers for translation, and this is now
properly reflected in the vertex buffers passed to the driver.
Fixes e.g. piglit's point-vertex-id divisor test.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Also fix style / wrong indentation along the way and make the messages
more uniform.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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GLSL Spec 4.20.8, 4.3 Storage Qualifiers:
"Initializers in global declarations may only be used in declarations of
global variables with no storage qualifier, with a const qualifier or
with a uniform qualifier."
We do this for input variables, but not for output variables. AMD and NVIDIA
proprietary drivers don't allow this either.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For the VS and FS stages that use ARB_vertex_program or
ARB_fragment_program we don't have a shader program, however,
when debuging is enabled, we call brw_dump_ir like this:
brw_dump_ir("vertex", prog, &vs->base, &vp->program.Base);
where vs will be NULL (since prog is NULL).
As pointed out by Chris, this &vs->base is not really a dereference,
it simply computes a new address that just happens to be 0x0 because
the offset of base in brw_shader is 0. Then brw_dump_ir will see a
NULL pointer and not do anything. This is why this does not crash at
the moment. However, this does not look very safe (it would crash
for any location of base that is not the first in brw_shader), so
patch it to prevent a potential (even if unlikely) problem in the
future.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The initial glGetUniformdv support didn't cover all the
casting cases that are apparantly legal, and cts seems to
test for them.
I've updated the piglit test to cover these cases now.
v2: fix indentation - it's all broken in this file (Ilia)
fix src/dst index tracking in light of fp64 support (Ilia)
cc: "11.0" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Curro added this in commit 3ee2daf23d (before the vec4/NIR backend was
added) but it was missed in the new NIR backend. Add it there as well.
instructions in affected programs: 1857 -> 1810 (-2.53%)
helped: 15
Reviewed-by: Francisco Jerez <[email protected]>
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We still have to push everything out, might as well kick earlier and
flip pushbufs when we know we'll need it. This resolves some issues with
the new policy of making sure that we always leave a bit of room at the
end for fences.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Fixes: 47d11990b (nouveau: make sure there's always room to emit a fence)
Cc: [email protected]
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Right now we emit on every kick, but this is only necessary if something
will ever be able to observe that the fence completed. If there are no
refs, leave the fence alone and emit it another day.
This also happens to work around an issue for the kick handler -- a kick
can be a result of e.g. nouveau_bo_wait or explicit kick, or it can be
due to lack of space in the pushbuf. We want the emit to happen in the
current batch, so we want there to always be enough space. However an
explicit kick could take the reserved space for the implicitly-triggered
kick's fence emission if it happened right after. With the new mechanism,
hopefully there's no way to cause two fences to be emitted into the same
reserved space.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Fixes: 47d11990b (nouveau: make sure there's always room to emit a fence)
Cc: [email protected]
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In theory, GF110+ should also support NVC8_COMPUTE_CLASS but, in practice,
a ILLEGAL_CLASS dmesg fail appears when using it.
This fixes compute support and MP performance counters on GF110.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For scalar VS, I'll need this in brw_fs.cpp as well. It seems silly to
redeclare it in three places.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we used nir_lower_io with the scalar type_size function,
which mapped VERT_ATTRIB_* locations to...some numbers. Then, in
fs_visitor::nir_setup_inputs(), we created temporaries indexed by
those numbers, and emitted MOVs from the actual ATTR registers to
those temporaries. Virtually all of these were copy propagated away,
but it's still ugly.
This patch reworks our input lowering to produce NIR lower_input
intrinsics that properly index into the ATTR file, so we can access
it directly.
No changes in shader-db.
v2: Fix unreachable() message (Ken), update commit message (Matt).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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nr_attributes is used to compute first_non_payload_grf, which is the
first register we're allowed to use for ordinary register allocation.
The hardware requires us to read at least one pair of values, but we're
completely free to overwrite that garbage register with whatever we like.
Instead of altering nr_attributes, we should alter urb_read_length, which
only affects the amount we ask the VF to read. This should save us a
register in trivial cases (which admittedly isn't very useful).
While we're at it, improve the explanation in the comments.
v2: Actually do what I said (caught by Ilia).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Both the vec4 and scalar VS backends had virtually identical URB entry
size and read length calculations. We can move those up a level to
backend-agnostic code and reuse it for both.
Unfortunately, the backends need to know nr_attributes to compute
first_non_payload_grf, so I had to store that in prog_data. We could
use urb_read_length, but that's nr_attributes rounded up to a multiple
of two, so doing so would waste a register in some cases.
There's more code to be removed in the vec4 backend, but that will
come in a follow-on patch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Switch statements introduce a bogus loop with an unconditional break at
the end of the loop, just before the while...so the while is unreachable
and has no immediate dominator.
v2: With less exuberance
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[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 b4bfea0094d0037b1f66f3437e44e333f2f0c3f6)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 914966befcd57764941405707d8f57d3e7e7f768)
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Some assertions in gen8_surface_state.c checked for gen < 8.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The (gen < 9) check in brw_clear() was too broad. It disabled all types
of fast color clears:
a. singlesample rep clears
b. singlesample MCS fast clears
c. multisample MCS fast clears
The MCS clears are still buggy, but the rep clear works well. So let's
enable it.
Reviewed-by: Neil Roberts <[email protected]>
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Fast color clears are disabled for gen9 (see the checks in
brw_meta_fast_clear), so there is no reason to allocate the MCS and
track its clear/resolve state.
Reviewed-by: Neil Roberts <[email protected]>
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They didn't do anything useful.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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The translate functions is split into two:
- translation to TGSI
- creating the variant (TGSI transformations only)
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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The samplers for DrawPixels data and the pixel map are assigned to slots
which don't overlap with the existing sampler slots.
The texture coordinates for the user texture are uploaded as a constant.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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- there is no connection to user fragment shaders, so having these as
shader variants makes no sense
- don't use Mesa IR, use TGSI
- don't create gl_fragment_program, just create the shader CSO
v2: generate exactly the same shader as before to fix llvmpipe
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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