| Commit message (Collapse) | Author | Age | Files | Lines |
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The
if (!pipe && timestamp)
logic was broken. It should have been :
if (!pipe && !timestamp)
Let just drop this condition as the following code does the right
thing for all cases.
An error was appearing with the following variables :
VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay VK_LAYER_MESA_OVERLAY_CONFIG=gpu_timing
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: ea7a6fa98055ad ("vulkan/overlay: add pipeline statistic & timestamps support")
Reviewed-by: Tapani Pälli <[email protected]>
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%error-verbose has been deprecated since Bison 3.0, which was released
in 2013. In Bison 3.3.1 which was recently released, this has started
causing warnings. Let's update the code to do this in the modern way
intead, to avoid cluttering the output needlessly.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This just adds some split var splitting tests, it verifies
by counting derefs and local vars.
a basic load from inputs, store to array,
same as before but with a shader temp
struct { float } [4] don't split test
a basic load from inputs, with some out of band loads.
a load/store of only half the array
two level array, load from inputs store to all levels
a basic load from inputs with an indirect store to array.
two level array, indirect store to lvl 0
two level array, indirect store to lvl 1
load from inputs, store to array twice
load from input, store to array, load from array, store to another array.
load and from input and copy deref to array
create wildcard derefs, and do a copy
v2: use array_imm helpers, move derefs out of loops,
rename toplevel/secondlevel, use ints, fix lvl1 don't split test,
rename globabls to shader_temp, add comment, check the derefs type
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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When running with NIR_TEST_CLONE=1, the pointer will not be valid, as
the whole shader is going to be recreated every pass. Prefer using
is_entrypoint (to query when looping) and nir_shader_get_entrypoint()
instead.
Fixes the Vulkan Piglit tests
- vulkan/glsl450/frexp-double
- vulkan/glsl450/isinf-double
- vulkan/shaders/fs-multiple-large-local-array
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108957
Reviewed-by: Jason Ekstrand <[email protected]>
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When num_state_slots is 0, don't create the array. This was
triggering the following assert when running vkcube with
NIR_TEST_CLONE=1
vkcube: ../src/compiler/nir/nir_split_per_member_structs.c:66:
split_variable: Assertion `var->state_slots == NULL' failed.
Fixes: 9fbd390dd4b "nir: Add support for cloning shaders"
Reviewed-by: Jason Ekstrand <[email protected]>
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This fixes surface leak when no winsys buffers are bound.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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With commit c89e8470e58, framebuffers are purged after unbinding context,
but this change also introduces a heap corruption when running Rhino application
on VMware svga device. Instead of purging the framebuffers after the context
is unbound, this patch first ubinds the winsys buffers, then purges the framebuffers
with the current context, and then finally unbinds the context.
This fixes heap corruption.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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Use the storage class address format information to pick the right
constant values for a NULL pointer.
v2: Don't add a deref_cast to the values. (Jason)
v3: Update to use vtn_storage_class_to_mode() and
vtn_mode_to_address_format() explicitly. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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And change vtn_storage_class_to_mode() to accept NULL as
interface_type. In this case, if we have a SpvStorageClassUniform, we
assume it is uses an ubo_addr_format, like the code being replaced by
the helper.
That assumption is a problem, but no different than the previous
code.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Corresponding to SpvStorageClassImage. We see pointers for that
storage class in tests, but don't use the storage class any further.
Adding this so that we can call vtn_mode_to_address_format() for all
supported pointers.
v2: Fail when trying to create a SpvStorageClassImage
variable. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Handles all the modes and we can use it in combination with
nir_address_format_to_glsl_type() to replace the
vtn_ptr_type_for_mode() helper. Since the new helper is more generic,
moved the assertions from the old one to the call sites.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Just the mode is needed to decide whether SSA offsets are needed, so
make a function that takes that and reuse it for
vtn_pointer_uses_ssa_offset().
This will be used for constant null pointers, that won't have a
vtn_pointer handy.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: Renamed from vtn_interface_type. (Jason)
Accept any type not only pointers.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is a preparation to handle OpConstantNull for pointers, we'll use
the vtn_type to get to the address format and then the appropriate
representation of NULL pointer.
v2: Move rest of body to use vtn_type. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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So we can reuse in spirv_to_nir.c.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Returns the nir_const_value * with the representation of the NULL
pointer for each address format.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Instead of setting the glsl types of the pointers for each resource,
set the nir_address_format, from which we can derive the glsl_type,
and in the future the bit pattern representing a NULL pointer.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is a simple 32-bit address which is not a global address. Gives
us a format that don't use 0 as its null pointer value. We will need
this in anv to represent nir_var_mem_shared addresses.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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An address format representing a purely logical addressing model. In
this model, all deref chains must be complete from the dereference
operation to the variable. Cast derefs are not allowed. These
addresses will be 32-bit scalars but the format is immaterial because
you can always chase the chain. E.g. push constants in anv.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This "fixes" hangs seen w/ various android games. I think a similar
issue to with constant state, we need to avoid CP_LOAD_STATE until
previous draw completes.
It isn't entirely clear why blob doesn't need to do this, but it might
have a different way to accomplish the same thing.
Signed-off-by: Rob Clark <[email protected]>
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Since we use same constant state for both binning pass program state and
draw pass state, and it is possible for binning pass shader to use fewer
consts, we need to make sure we program a large enough constlen.
Signed-off-by: Rob Clark <[email protected]>
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Currently we are only supporting images in FS (and CS) so limit this
stateobj to draw pass.
Signed-off-by: Rob Clark <[email protected]>
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It is unneeded since FS doesn't run in binning pass.
Signed-off-by: Rob Clark <[email protected]>
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This fixes some CTS failures related to VK_EXT_sample_locations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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we validate assert entry just before this, but since that doesn't
stop execution, we need to check entry before the next validation
assert.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
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Some vector sysval can't be lowered to scaler, so need to break
it to scaler in nir to gpir convertion.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
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Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
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Required to use uint8_t
Reviewed-by: Tapani Pälli <[email protected]>
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This commit moves the register allocator out of midgard_compile.c and
into its own midgard_ra.c file. In doing so, a number of dependencies
are identified and moved into their own files in turn. midgard_compile.c
is still fairly monolithic, but this should help.
Code churn, but no functional changes should be introduced by this
commit.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This fixes a few miscellaneous issues with the fixed-function blending
programming, though it is far from complete. For cases known to be
buggy, we force a fallback to blend shaders.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This implements blend shaders via nir_lower_blend, by creating dummy
fragment shaders simply passing through the source color and using the
new lowering pass to inject blendability.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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To prepare for the new nir_lower_blend pass, we wire up the intrinsics
for tilebuffer reads and constant colour loading.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This new lowering pass implements the OpenGL ES blend pipeline in
shaders, applicable to hardware lacking full-featured blending hardware
(including Midgard/Bifrost and vc4). This pass is run on a fragment
shader, rewriting the store to a blended version, loading in the
framebuffer destination color and constant color via intrinsics as
necessary. This pass is sufficient for OpenGL ES 2.0 and is verified to
pass dEQP's blend tests. MIN/MAX modes are included and tested as well.
That said, at present it has the following limitations:
- MRT is not supported (ES3).
- sRGB support is missing (ES3).
- Extended blending is not yet ported from GLSL IR lowering (ES3.2)
- Dual-source blending is not supported. (N/A)
- Logic ops are not supported. (N/A)
v2: Fix code conventions (per Ian Romanick's feedback). Implement color
masks.
This pass should be in common nir/ space, but due to non-technical
reasons, for now it's in Panfrost space. In the future, depending if
other drivers need some of the functionality, we can move this back to
src/compiler/nir space.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Ryan Houdek <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Ryan Houdek <[email protected]>
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This adds a forgotten decode line on Midgard and adds the field of a
blend constant on Bifrost. The Bifrost encoding is fairly weird; whereas
Midgard is just a regular 32-bit float, Bifrost uses a fancy
fixed-point-esque encoding. The decode logic here is experimentally
correct. The encode logic is a sort of "guesstimate", assuming that the
high byte is just int(f / 255.0) and then solving algebraicly for the
low byte. This might be slightly off in some cases.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Ryan Houdek <[email protected]>
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This eliminates one major source of #ifdef parity between Midgard and
Bifrost, better representing how the struct acts on Midgard and allowing
proper decodes on Bifrost.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Ryan Houdek <[email protected]>
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We already have the Bifrost disassembler in-tree, so now that panwrap is
able to dump Bifrost command streams, hook up the disassembler to
pandecode.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Ryan Houdek <[email protected]>
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For IMMEDIATE and FIFO, most games work in a pipelined manner where the
can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
the render latency is CPU duration + GPU duration.
This means that with scanout from pageflipping we need 3 frames to run
full speed:
1) CPU rendering work
2) GPU rendering work
3) scanout
Once we have a nonblocking acquire that returns a semaphore we can merge
1 and 3. Hence the ideal implementation needs only 2 images, but games
cannot tellwe currently do not have an ideal implementation and that
hence they need to allocate 3 images. So let us do it for them.
This is a tradeoff as it uses more memory than needed for non-fullscreen
and non-performance intensive applications.
Since this is pretty much a TODO that can use the context I added this as
a comment.
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
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Suggested-by: Pierre Guillou <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109659
Fixes: f121a669c7d94d2ff672 "meson: build gallium based osmesa"
Fixes: cbbd5bb889a2c271a504 "meson: build classic osmesa"
Cc: Brian Paul <[email protected]>
Cc: Dylan Baker <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Tested-by: Chuck Atkins <[email protected]>
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EGL annoyingly defines a few variants of this token:
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT - 0x3138
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR - 0x31BD
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY - 0x31BD
The EGL_EXT_create_context_robustness extension specifies that the EXT
token is only valid for ES contexts, not GL. The EGL_KHR_create_context
extension defines the KHR version, and says it is only allowed for GL
contexts, and specifically calls out that it's an error for ES contexts.
But EGL 1.5 includes the new suffixless token, which has the same value
as the KHR version, and specifically calls out that it's now valid to
use with both GL and ES contexts. So we should allow this.
Fixes KHR-NoContext.es32.robustness.no_reset_notification and
KHR-NoContext.es32.robustness.lose_context_on_reset on iris, which
apparently is exposing EGL 1.5.
Reviewed-by: Tapani Pälli <[email protected]>
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From the Vulkan 1.1.107 spec:
Sample shading is enabled for a graphics pipeline:
- If the interface of the fragment shader entry point of the
graphics pipeline includes an input variable decorated with
SampleId or SamplePosition. In this case minSampleShadingFactor
takes the value 1.0.
- Else if the sampleShadingEnable member of the
VkPipelineMultisampleStateCreateInfo structure specified when
creating the graphics pipeline is set to VK_TRUE. In this case
minSampleShadingFactor takes the value of
VkPipelineMultisampleStateCreateInfo::minSampleShading.
Otherwise, sample shading is considered disabled.
In other words, if sampleShadingEnable is set to VK_FALSE, we should
ignore minSampleShading.
Cc: [email protected]
Reviewed-by: Lionel Landwerlin <[email protected]>
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This was an unintended artifact of my testing of bindless images. We
should be choosing bindless or not dynamically.
Fixes: c0d9926df7d "anv: Use bindless handles for images"
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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We need to free memory allocation PrimitiveOffsets in draw_gs_destroy().
This fixes memory leak found while running piglit on windows.
Fixes: 7720ce32a ("draw: add support to tgsi paths for geometry streams. (v2)")
Tested with piglit
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Now that we have the descriptor buffer mechanism, emulated texture
swizzle can be implemented in a very non-invasive way. Previous
attempts all tried to extend the push constant based image param
mechanism which was gross. This could, in theory, be done much faster
with a magic back-end instruction which does indirect MOVs but Vulkan on
IVB is already so slow this isn't going to matter much.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104355
Cc: "19.1" <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reported-by: Ryan Houdek <[email protected]>
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Suggested-by: Rob Clark <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The load/store optimizer pass doesn't handle WaW hazards correctly
and this is the root cause of the reflection issue with Monster
Hunter World. AFAIK, it's the only game that are affected by this
issue.
This is fixed with LLVM r361008, but we need a workaround for older
LLVM versions unfortunately.
Cc: "19.0" "19.1" <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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