| Commit message (Collapse) | Author | Age | Files | Lines |
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The foreach loop was called both in the else case and right after. The
indentation seems to indicate that the extra call was from a previous
version with an else section with out curly brackets.
Reviewed-by: Jason Ekstrand <[email protected]>
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We want vue_map->num_slots to be one more than the final slot.
When assigning fixed slots, built-in slots, and non-SSO user varyings,
we do slot++. This leaves "slot" as one past the most recently assigned
slot. But for SSO user varyings, we computed slot based on the varying
location value...and left it at that slot value.
To work around this inconsistency, I made num_slots be "slot + 1" if
separate and "slot" otherwise. The problem is...if there are no user
varyings in SSO mode...then we would have done slot++ when assigning
built-ins, so it would be off by one. This resulted in loops from 0
to vue_map->num_slots hitting a bonus BRW_VARYING_SLOT_PAD at the end.
This used to break the SIMD8 VS/TES backends, but I fixed that in
commit 480d6c1653713dcae617ac523b2ca5deee01c845. It's probably safe
at this point, but we should fix it anyway.
To fix this, do slot++ in all cases. For SSO mode, we overwrite slot
for every varying, so this increment only matters on the last varying.
Because we process varyings in order, this will set slot to 1 more
than the highest assigned slot.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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vtn_ssa_value() can produce variable loads, and the cursor might
be after a return statement, causing nir_builder assert failures
about not inserting instructions after a jump.
This fixes:
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_if
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_switch
Cc: "13.0 12.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This fixes broken depth texturing after:
commit 22639a6e19f95902aef23474ad672bf489231ea7
Author: Timothy Arceri <[email protected]>
Date: Mon Nov 21 00:29:29 2016 +1100
st/mesa: get Version from gl_program rather than gl_shader_program
Reviewed-by: Roland Scheidegger <[email protected]>
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Also changed RADV_SHOW_QUEUES to a no compute queue option. That
would make more sense later when the compute queue is established,
but the transfer queue still experimental.
v2: Don't include the trace flag.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This is for handling chained command buffers and secondary command
buffers. It doesn't handle the trace id for secondary command buffers
yet, but I don't think that is possible in general with just writes,
as we could call a secondary command buffer multiple times.
I think this is good enough for now, as the most useful case is the
chaining when we grow an IB.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2:
- Now use the filename specified by RADV_TRACE_FILE env var.
- Use the same var to enable tracing.
I thought we could as well always set the filename explicitly
instead of having some arbitrary defaults, and at that point
we don't need a separate feature enable.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Acked-by: Matt Turner <[email protected]>
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Acked-by: Matt Turner <[email protected]>
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v2: do it properly
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Reviewed-by: Nicolai Hähnle <[email protected]>
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This has no effect because no code uses those members with ranged decls.
Tested-by: Edmondo Tommasina <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes layered rendering Vulkan CTS tests with cube (arrays). We
also do this in the GL driver, see this code from gen8_depth_state.c
for example:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_CUBE_MAP:
/* The PRM claims that we should use BRW_SURFACE_CUBE for this
* situation, but experiments show that gl_Layer doesn't work when we do
* this. So we use BRW_SURFACE_2D, since for rendering purposes this is
* equivalent.
*/
surftype = BRW_SURFACE_2D;
depth *= 6;
break;
So I guess we simply forgot to port this workaround to Vulkan.
v2: tweak the conditions so the special case is cube texture sampling
rather than anything else (Jason)
Fixes:
dEQP-VK.geometry.layered.cube*
Reviewed-by: Jason Ekstrand <[email protected]>
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This is the same we do in the GL driver: the hardware provides gl_Layer
in the VUE header, so when the fragment shader reads it we can't skip it.
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2:
- Remove image_ms_array initialization (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Use nir_spirv_supported_extensions to check if the feature is enabled.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <[email protected]>
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We use *64*_PASSTHRU formats to upload vertex attributes of 64 bits
to avoid conversions. From the BDW PRM, Volume 2d, page 586
(VERTEX_ELEMENT_STATE):
"When SourceElementFormat is set to one of the *64*_PASSTHRU
formats, 64-bit components are stored in the URB without any
conversion. In this case, vertex elements must be written as 128
or 256 bits, with VFCOMP_STORE_0 being used to pad the output
as required. E.g., if R64_PASSTHRU is used to copy a 64-bit Red
component into the URB, Component 1 must be specified as
VFCOMP_STORE_0 (with Components 2,3 set to VFCOMP_NOSTORE)
in order to output a 128-bit vertex element, or Components 1-3 must
be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex
element. Likewise, use of R64G64B64_PASSTHRU requires Component 3
to be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex
element."
v2,v3 (Jason):
- Don't delete unused formats.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Fix indent in radv change
- Add vtn_u64_literal() helper to take 64 bits (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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SPIR-V does not have special opcodes for DF conversions. We need to identify
them by checking the bit size of the operand and the result.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This function returns the nir_op corresponding to the conversion between
the given nir_alu_type arguments.
This function lacks support for integer-based types with bit_size != 32
and for float16 conversion ops.
v2:
- Improve readiness of the code and delete cases that don't happen now (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Refactor nir_get_nir_type_for_glsl_type() to avoid using unneeded helpers (Jason)
v3:
- Use return directly (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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_vtn_variable_copy()
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Add asserts.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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double-based vecs
We need to pick two 32-bit values per component to perform the right shuffle operation.
v2 (Jason):
- Add assert to check matching bit sizes (Jason)
- Simplify the code to pick components (Jason)
v3:
- Switch on bit_size once (Jason)
- Add comment to explain the constant value for unused components (Erik)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Add assert.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Add assert.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Currently we do this only in the fallback code (when tiled memcpy
version failed) but it needs to be done always so that we have
correct read and write buffer in place. No regressions seen in CI.
Fixes:
dEQP-EGL.functional.buffer_age.*
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98330
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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We no longer need anything from gl_linked_shader.
Reviewed-by: Eric Anholt <[email protected]>
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We no longer need anything from gl_linked_shader.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We now get everything we need from the gl_program param.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This change also removes the now duplicate NumImages field.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We no longer need to pass gl_shader_program.
Reviewed-by: Nicolai Hähnle <[email protected]>
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On BDW:
total instructions in shared programs: 13061877 -> 13060965 (-0.01%)
instructions in affected programs: 133569 -> 132657 (-0.68%)
helped: 566
HURT: 0
total cycles in shared programs: 256611784 -> 256599536 (-0.00%)
cycles in affected programs: 861016 -> 848768 (-1.42%)
helped: 379
HURT: 73
Reviewed-by: Jason Ekstrand <[email protected]>
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On BDW:
total instructions in shared programs: 13074882 -> 13068703 (-0.05%)
instructions in affected programs: 1823116 -> 1816937 (-0.34%)
helped: 4187
HURT: 537
total cycles in shared programs: 256622718 -> 256425382 (-0.08%)
cycles in affected programs: 123790120 -> 123592784 (-0.16%)
helped: 3823
HURT: 2037
total spills in shared programs: 15276 -> 14929 (-2.27%)
spills in affected programs: 9446 -> 9099 (-3.67%)
helped: 352
HURT: 1
total fills in shared programs: 20496 -> 20144 (-1.72%)
fills in affected programs: 13040 -> 12688 (-2.70%)
helped: 352
HURT: 1
LOST: 2
GAINED: 21
v2: Rely on 'a' being a well-formed boolean (Connor, Eric).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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On BDW:
total instructions in shared programs: 13071119 -> 13070371 (-0.01%)
instructions in affected programs: 83424 -> 82676 (-0.90%)
helped: 505
HURT: 45 (all TCS, all hurt by a single instruction)
total cycles in shared programs: 256601322 -> 256588932 (-0.00%)
cycles in affected programs: 819410 -> 807020 (-1.51%)
helped: 450
HURT: 57
total loops in shared programs: 2950 -> 2942 (-0.27%)
loops in affected programs: 8 -> 0
helped: 7
HURT: 0
v2: Drop unnecessary 'a@bool' annotation (Connor, Eric).
Add a comment explaining the rule (Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In Vulkan, we'll compile the TCS and TES at the same time, so I can just
pass the TCS output VUE map to brw_compile_tes as the TES input VUE map.
So, we only need to do this in GL. Move it to the GL-specific layer.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This isn't needed, and Vulkan doesn't have one.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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