| Commit message (Collapse) | Author | Age | Files | Lines |
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We can greatly simplify our builds by just hardcoding GLvector4f and
GLmatrix's layouts.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Most of these haven't been used since the conversion from checked-in
matypes to generation. By cutting down the generated contents, this
should clarify why the file is generated: we need
architecture-specific offsets to the V4F fields in the asm that uses
it.
v2: Keep matrix offsets to prevent x86 build breakage..
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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These two are already pulled from `idep_vulkan_util_headers`.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
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Currently only 7 formats are supported, but we don't want the 16 limit
(it's an `unsigned`) to hit us by surprise :]
Let's use bitset.h's BITSET magic to allow us to have any number of
formats, with a static assert to make sure we don't forget to update it.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Sagar Ghuge <[email protected]>
Suggested-by: Matt Turner <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: Reorder patch (Matt Turner)
Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: 1) Add more optimization rules for ROL/ROR (Matt Turner)
2) Add lowering rules for ROL/ROR (Matt Turner)
Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: 1) Drop changes for vec4 backend as on Gen11+ we don't support
align16 mode (Matt Turner)
Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We implement GLES3.0 instanced rendering with full support for instanced
arrays (via instance divisors). To do so, we use the new invocation
helpers to invoke a triplet of (1, vertex_count, instance_count), rather
than simply (1, vertex_count, 1). We rewrite the attribute handling code
into a new pan_instancing.c file which handles both the simple LINEAR
case for non-instanced as well as each of the new instancing cases:
MODULO (for per-vertex attributes), POT and NPOT divisors.
As a side effect, we rework how vertex buffers are handled, duplicating
them to be 1:1 with vertex descriptors to simplify instancing code paths
dramatically. This might be a performance regression, but this remains
to be seen; if so, we can always deduplicate later with some added logic
in pan_instancing.c
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Rather than open-coding workgroups_shift_* type fields, we include a
general routine for packing the vertex/tiler/compute descriptor based on
the provided dispatch parameters.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Should not affect lima.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Rather than using a magic lookup table with no explanations, let's add
liberal comments to the code to explain what this tiling scheme is and
how to encode/decode it efficiently.
It's not so mysterious after all -- just reordering bits with some XORs
thrown in.
v2: Correct copyright identifier. Fix spelling error. Switch space_4 to
a LUT. Fix comment typo. Use LUT instead of space_x tricks. Fallback on
generic rather than split up unaligned writes.
v3: Correct stride order (fixes crash loading). Correct coordinate
system mishap.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
Tested-by: Andreas Baierl <[email protected]>
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Corrects the a3xx texconst state for TILE_MODE.
Signed-off-by: Rob Clark <[email protected]>
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Just a cleanup, it shouldn't change anything.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Just move around the switch case. GFX9+ is handled below.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We only need to 2.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Found while working on DCC for arrays.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes link failure since clang r364424 "[clang/DIVar] Emit the flag for
params that have unmodified value", clangCodeGen depends on
clangASTMatchers now.
Reviewed-by: Dylan Baker <[email protected]>
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When using ARB_gl_spirv, the block names are optional and the uniform
blocks are referred using Bindings instead. Teach
gl_nir_lower_buffers to handle those.
Reviewed-by: Timothy Arceri <[email protected]>
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Among other things, it supports arrays of arrays of UBO/SSBO (default
codepath doesn't).
Acked-by: Timothy Arceri <[email protected]>
v2: nir_address_format_vk_index_offset got renamed to
nir_address_format_32bit_index_offset (after rebase against master)
v3: the ptr_type fields in spirv_to_nir_options got changed to be of
type nir_address_format.
v4: remove phys_ssbo_addr_format and push_const_addr_format as they are
not used by glspirv
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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When using a SPIR-V shader. Note that needs to be done before linking
uniforms, so when creating the uniform storage entries, block_index
could be filled properly (among other things).
Reviewed-by: Timothy Arceri <[email protected]>
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The function had a mix of true/GL_TRUE and false/GL_FALSE
returns. Using GL_TRUE/GL_FALSE as the function returns a GLboolean.
Reviewed-by: Timothy Arceri <[email protected]>
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Until now, we were using the uniform explicit location to check if the
current nir variable was already processed while adding entries on the
uniform storage. But for UBOs/SSBOs, entries are added too but we lack
a explicit location.
For those we need to rely on the UBO/SSBO binding and the unifor
storage block_index. In that case several uniforms would need to be
updated at once.
v2: (from Timothy review)
* Improve wording and fix typos of some long comments.
* Rename update_uniform_storage for mark_stage_as_active
v3: (from cmarcelo review)
* Fixed some comment typos
Reviewed-by: Timothy Arceri <[email protected]>
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Specifically, offset, stride (coming from arrays or matrices) and
row_major.
On GLSL, most of that info is computed using the layout qualifier, but
on ARB_gl_spirv they are explicit, and for Mesa, included on the
glsl_type.
From ARB_gl_spirv spec:
"Mapping of layouts
std140/std430 -> explicit *Offset*, *ArrayStride*, and
*MatrixStride* Decoration on struct members""
"7.6.2.spv SPIR-V Uniform Offsets and Strides
The SPIR-V decorations *GLSLShared* or *GLSLPacked* must not be
used. A variable in the *Uniform* Storage Class decorated as a
*Block* must be explicitly laid out using the *Offset*,
*ArrayStride*, and *MatrixStride* decorations"
For offset we needed to include the parent and index_in_parent while
processing the type, as the offset is maintained on glsl_struct_field
of the parent type, not on the type itself.
v2: Fix the default values for MATRIX_STRIDE, ARRAY_STRIDE and
ROW_MAJOR when the variable is not backed by a buffer object
(Antia Puentes).
v3: Update after Jason series "SPIR-V: Use NIR deref instructions for
UBO/SSBO access" that included just one explicit stride, instead
of a previous patch we wrote that had matrix_stride and
array_stride (Alejandro)
Signed-off-by: Antia Puentes <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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For this interfaces, the inner members are added only once as uniforms
or resources, in opposite to other cases, like a uniform array of
structs.
For those guessing why a issue (16) from ARB_program_interface_query
was used, instead of a quote of the core spec: The core spec is not
really clear about how members of arrays of blocks should be
enumerated.
On GLSL this was also problematic, specially when we were trying to
pass the 4.5 CTS tests. See commit "glsl: Fix program interface
queries relating to interface blocks"
(4c4d9e4f032d5753034361ee70aa88d16d3a04b4), as a reference. That one
also needed to rely on issue (16) to justify the change, pointing that
the core spec needs to be clarified.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Adding the ability to link uniform blocks and shader storage blocks
using NIR, intended for ARB_gl_spirv support. Among other things, this
linking needs to take into account that everything should work without
names, as they could be not present, while the GLSL IR uniform block
linking was wrote with the names on its core.
The other major difference compared with the GLSL IR linker is that we
don't deal with layouts. There are no references to std140, std430,
etc. Layouts are expressed through explicit offset, array stride and
matrix stride. That simplifies how the buffer size are computed. But
also means that we couldn't use the existing methods at glsl_types, so
we needed to implement new methods.
It is worth to note that this linking do a iteration over the
glsl_types, similarly to what the linking uniforms do. A possible
future improvement would be refactor both cases to try to share more
code that it sharing right now. On GLSL IR there are a class visitor,
specialized on each case, for that sharing. As adding a class visitor
on C would more complicated, for now we are just iterating on both.
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Antia Puentes <[email protected]>
v2: (from Timothy review)
* Fix variable name convention
* Stop to use _function_name convention
* Don't use // for comments
* "nir/linker: Keep track of the stages referencing an UBO/SSBO"
squashed with this patch
v3: (from Caio review)
* Don't delete the linked shader on failure
* Use rzalloc_array to avoid some explicit initializations
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Helper used to know when a glsl_type is a leaf when iteraring through
a complex type. Note that GLSL IR linking also uses the concept of
leaf while doing the same iteration, although in that case it uses a
visitor. See link_uniform_blocks, process_array_leaf and others as
reference.
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Antia Puentes <[email protected]>
v2:
* Moved from gl_nir_linker to nir_types, so it could be used on nir
xfb gathering (Timothy Arceri)
* Minor update after Timothy's series about record to struct
renaming landed master.
Reviewed-by: Timothy Arceri <[email protected]>
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While using SPIR-V shaders (ARB_gl_spirv), layout data is not implicit
to a specific value (std140, std430, etc) but explicitly included on
the type (explicit values for offset, stride and row_major).
So this method is equivalent to the existing std140_size and
std430_size, but using such explicit values.
Note that the value returned by this method is only valid if such data
is set, so when dealing with SPIR-V shaders.
v2: (all changes suggested by Jason Ekstrand)
* Iterate through all struct members, instead of assume that fields
are ordered by offset
* Use else if
* Take into account the case that explicit_stride > elem_size, to
fine graine the final size on arrays and matrices
* Handle different bit-sizes in general, not just 32 and 64.
v3: (change suggested by Caio Marcelo de Oliveira Filho)
* fix up explicit_size() to consider interface types
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Antia Puentes <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Note that the nir_types glsl_get_bit_size is not a wrapper of this
one, because for bools at the nir level, we want to return size 1, but
at the glsl_types we want to return 32.
v2: reuse the new method in order to simplify is_16bit and is_32bit
helpers (Timothy)
v3: add a comment clarifying the difference between
glsl_base_type_bit_size and glsl_get_bit_size.
Reviewed-by: Timothy Arceri <[email protected]>
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Equivalent to the already existing ir_variable is_in_buffer_block and
is_in_shader_storage_block, adding the uniform buffer object one. I'm
using the short forms (ssbo, ubo) to avoid having method names too
long.
Reviewed-by: Timothy Arceri <[email protected]>
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The data for some nir variables is only filled up for some specific
modes. We need now too for UBO/SSBO, as such info would be used when
linking for OpenGL (ARB_gl_spirv).
There is an existing comment just before that code (starts with XXX)
that points that binding still needs to be filled up for uniform
variables at that point, and that should be fixed, although it doesn't
specify why that's a problem or what would be the alternative. For now
doing the same for UBO/SSBO, and will hope that the future fixing is
done for all of them.
Reviewed-by: Timothy Arceri <[email protected]>
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Providing nir variables for UBO/SSBO it is not required for Vulkan,
but it is needed for OpenGL (ARB_gl_spirv), like for example, to
gather info from the UBO/SSBO while linking.
In opposite with most cases where the nir variables is created, here
the type assigned is the full type (not just the bare type). This is
needed because while linking using the nir shader we need the explicit
layout info (explicit stride, explicit offset, row_major, etc).
Also, we need to assign an interface type, used also on the OpenGL
linker if it is a UBO/SSBO. See ir_variable::is_in_buffer_block as
example.
v2: assign interface_type to be the variable type, not need to be
arrayness (Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
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Enable the compute shader copositer only when TEX_LZ is supported by the driver.
v2: Also check whether DIV is supported.
https://bugs.freedesktop.org/show_bug.cgi?id=110783
Fixes: 9364d66cb7f7
gallium/auxiliary/vl: Add video compositor compute shader render
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Not all drivers support TGSI_OPCODE_DIV, so we should have a cap to be able
to check this.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Optimize the shader a bit by emitting MAD with the inverse size values
instead of DIV+ADD.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This fixes BGR565 blit: currently BGRA444 is used for the blit, but with
swizzles from the original BGR565 format, so the 4 alpha bits are set to 1.
We can't just use the swizzle from the 'compatible' format, since there are
cases where BGR<->RGB swap needs to happen.
We can avoid all this trouble by using the original formats and only
falling back to the 'compatible' format when we need to.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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For fast clear to happen, all bits must be cleared.
This allows using fast clear for 24bpp depth without stencil.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Not a hot path obviously, but the table still has 425 extensions, which
you can go through in just 9 steps with a binary search.
The table is already sorted, as required by other parts of the code and
enforced by mesa's `main-test`.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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