| Commit message (Collapse) | Author | Age | Files | Lines |
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v1.1: fix typo in llvmpipe name (ajax)
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Until we have somewhere we can do better, just hit it with a hammer.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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This adds the callbacks for the driver/gallium binding for
image operations.
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds the image type to the fragment shader jit context
Reviewed-by: Roland Scheidegger <[email protected]>
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This introduces the jit image type into the jit interface
for vertex/geom shaders
Reviewed-by: Roland Scheidegger <[email protected]>
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This mirrors the vs/gs keys, and will be needed when adding images
support.
The const changes also mirror how the draw code work (as is needed
when we add images)
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Also handle setting late for shaders that use stores
Reviewed-by: Roland Scheidegger <[email protected]>
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This lets us create an image structure with the same basic
types as the texture one.
Reviewed-by: Roland Scheidegger <[email protected]>
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Just invert the exec_mask to get if this is a helper or not.
v2: get the bld mask (Roland)
Reviewed-by: Roland Scheidegger <[email protected]>
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This allows using it with a const src later.
Reviewed-by: Roland Scheidegger <[email protected]>
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This just cleans the code up so the texture/sampler type
creation can be reused.
Reviewed-by: Roland Scheidegger <[email protected]>
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Not sure how I missed this before, but compswap was hitting an
assert here as it is it's own special case.
Fixes: b5ac381d8f ("gallivm: add buffer operations to the tgsi->llvm conversion.")
Reviewed-by: Roland Scheidegger <[email protected]>
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Looks like a copy/paste error. This patch prevents a segfault when
running the following on BDW:
INTEL_DEBUG=no8,no16,do32 ./deqp-vk -n \
dEQP-VK.subgroups.arithmetic.compute.subgroupmin_dvec4
For the curious, the message we're getting is:
CS compile failed: Failure to register allocate. Reduce number
of live scalar values to avoid this.
Fixes: 864737ce6cd5 ("i965/fs: Build 32-wide compute shader when needed.")
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Paulo Zanoni <[email protected]>
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The invert wasn't applying (correctly) due to the issues addressed here.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is just a bit of refactoring to simplify MIR.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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No driver implements them yet, but this is a long way toward gallium
having matching format enums for Mesa formats.
Reviewed-by: Marek Olšák <[email protected]>
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I decided not to update nblocks() with a depth arg as the callers
wouldn't be doing ASTC 3D.
Reviewed-by: Marek Olšák <[email protected]>
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To add ASTC 3D compression formats, we need to be able to express the
block depth. While I'm touching every line, line up the columns of
the CSV again as they've drifted over time.
Reviewed-by: Marek Olšák <[email protected]>
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When moving constants, if switching to a floating-point representation
doesn't break anything, we'd rather have an fmov than an imov,
permitting inlining the constant in many circumstances.
total quadwords in shared programs: 3408 -> 3366 (-1.23%)
quadwords in affected programs: 1188 -> 1146 (-3.54%)
helped: 41
HURT: 0
helped stats (abs) min: 1 max: 2 x̄: 1.02 x̃: 1
helped stats (rel) min: 0.19% max: 25.00% x̄: 9.65% x̃: 11.11%
95% mean confidence interval for quadwords value: -1.07 -0.98
95% mean confidence interval for quadwords %-change: -11.38% -7.93%
Quadwords are helped.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Storing constants as float doesn't make sense when we have integer
instructions; better to switch to be integer natively and coerce to/from
float rather than the opposite.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This fixes dEQP-GLES3.functional.texture.specification subtests on iris:
- texsubimage3d_depth.depth24_stencil8_2d_array
- texsubimage3d_depth.depth32f_stencil8_2d_array
- texsubimage3d_depth.depth_component32f_2d_array
- texsubimage3d_depth.depth_component24_2d_array
- texstorage2d.format.depth24_stencil8_2d
- texstorage2d.format.depth32f_stencil8_2d
- texstorage2d.format.depth_component24_2d
- texstorage2d.format.depth_component32f_2d
- texstorage3d.format.depth24_stencil8_2d_array
- texstorage3d.format.depth32f_stencil8_2d_array
- texstorage3d.format.depth_component24_2d_array
- texstorage3d.format.depth_component32f_2d_array
Here, something appears to be going wrong with having this bit set
during blorp_copy operations for texture upload, which override the
format to R8G8B8A8_UINT.
AFAICT this bit should have no effect for integer surfaces, as it has
to do with blending, and integer blending is not a thing. So it should
be harmless to disable it.
The Windows driver appears to be setting this bit universally, so
I am unclear why we would need to. Perhaps they simply haven't run
into this issue.
Fixes: f741de236b5 ("isl: Enable Unorm Path in Color Pipe")
Reviewed-by: Jason Ekstrand <[email protected]>
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Jason suggested I remove this in review, and he's right. AFAICT this
affects blending, and that just isn't going to happen on buffers.
Fixes: f741de236b5 ("isl: Enable Unorm Path in Color Pipe")
Reviewed-by: Jason Ekstrand <[email protected]>
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fdph instructions show up in some desktop GL shaders.
Signed-off-by: Alyssa Rosenzweig <[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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For each mipmaps, the driver will store the clear values (8-bytes)
and the TC-compat zrange value (4-bytes).
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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The workaround was entirely in common code, and it's needed in radeonsi
too so just always do it when necessary. Fixes
KHR-GL45.shader_image_load_store.advanced-allStages-oneImage on gfx9
with LLVM 8.
Reviewed-by: Samuel Pitoiset <[email protected]>
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GL and Vulkan allow you to bind a single layer of a 3D texture to a 2D
image, and we weren't implementing a workaround for that on gfx9 that
TGSI was. Copy it over.
Fixes KHR-GL45.shader_image_load_store.non-layered_binding with radeonsi
NIR.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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16-bit and 32-bit values match hardware values but 8-bit doesn't.
This fixes dEQP-VK.pipeline.input_assembly.* with 8-bit index.
Fixes: 372c3dcfdb8 ("radv: implement VK_EXT_index_type_uint8")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]
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The virgl formats are fixed in time snapshots of the gallium ones,
we just need to provide a translation table between them when
we enter the hardware.
This fixes a regression since Eric renumbered the gallium table.
Fixes: c45c33a5a2 (gallium: Remove manual defining of PIPE_FORMAT enum values.)
Bugzilla: https://bugs.freedesktop.org/111454
v1 by Dave Airlie <[email protected]>
v2: virgl: Add a number of formats to the table that are used, e.g. for vertex
attributes
v3: cover some more missing formats from a piglit run
Signed-off-by: Gert Wollny <[email protected]>
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pp has vector units and some operations can be optimized when bundled
together.
Benchmarking this with piglit shaders shows that the instruction count
can be greatly reduced on many examples with vectorize.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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nir vec4 fcsel assumes that each component of the condition will be used
to select the same component from the options, but pp can't implement
that since it only has 1 component for the condition.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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The previous spill stack was fixed and too small, and caused instability
in programs requiring spilling for roughly more than one value.
This patch adds a dynamic calculation of the buffer size based on stack
utilization and switches it to a separate allocation at flush time that
will fit the shader that requires the largest buffer.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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It's not used by anything anymore now that so much lowering has been
moved into NIR. Sadly, we still need on in brw_compile_gs() for
geometry shaders on Sandy Bridge. Short of a lot of pointless work,
that one's probably not going away.
Reviewed-by: Kenneth Graunke <[email protected]>
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Create a unified table to handle pipe format to texture
and render target format lookup.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
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Put the uncached GTT type at a higher index than the visible VRAM type,
rather than having GTT first.
When we don't have dedicated VRAM, we don't have a non-visible VRAM
type, and the property flags for GTT and visible VRAM are identical.
According to the spec, for types with identical flags, we should give
the one with better performance a lower index.
Previously, apps which follow the spec guidance for choosing a memory
type would have picked the GTT type in preference to visible VRAM (all
Feral games will do this), and end up with lower performance.
On a Ryzen 5 2500U laptop (Raven Ridge), this improves average FPS in
the Rise of the Tomb Raider benchmark by up to ~30%. Tested a couple of
other (Feral) games and saw similar improvement on those as well.
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: 19.2 <[email protected]>
(Bas: CCing this to 19.2-rc due to high impact and limited complexity)
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It can be useful for debugging purposes
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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This commit adds support for nir_jump_instr, if and loop
nir_cf_nodes.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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