| Commit message (Collapse) | Author | Age | Files | Lines |
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This was falling into the quantizetof16 path.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the support at the spirv->nir level for the Int64
cap.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the spirv->nir conversion for int64 types.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Allow that capability if the driver indicates that it is supported, and
flag whether images are read-only/write-only in the nir_variable (based
on the NonReadable and NonWritable decorations), which drivers may need
to implement this.
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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As soon as we support shaderStorageImageWriteWithoutFormat we can see
write-only images (sampled == 2) that don't have a format specified.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99465
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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of zero/infinity.
See "glsl: Rewrite atan2 implementation to fix accuracy and handling
of zero/infinity." for the rationale, but note that the instruction
count benefit discussed there is somewhat less important for the SPIRV
implementation, because the current code already emitted no control
flow instructions -- Still this saves us one hardware instruction per
scalar component on Intel SKL hardware.
Fixes the following Vulkan CTS tests on Intel hardware:
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.scalar
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.vec2
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.vec3
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.vec4
dEQP-VK.glsl.builtin.precision.atan2.mediump_compute.vec2
dEQP-VK.glsl.builtin.precision.atan2.mediump_compute.vec4
Note that most of the test-cases above expect IEEE-compliant handling
of atan2(±∞, ±∞), which this patch doesn't explicitly handle, so
except for the last two the test-cases above weren't expected to pass
yet. The reason they do is that the i965 back-end implementation of
the NIR fmin and fmax instructions is not quite GLSL-compliant (it
complies with IEEE 754 recommendations though), because fmin/fmax of a
NaN and a non-NaN argument currently always return the non-NaN
argument, which causes atan() to flush NaN to one and return the
expected value. The front-end should probably not be relying on this
behavior for correctness though because other back-ends are likely to
behave differently -- A follow-up patch will handle the atan2(±∞, ±∞)
corner cases explicitly.
v2: Fix up argument scaling to take into account the range and
precision of exotic FP24 hardware. Flip coordinate system for
arguments along the vertical line as if they were on the left
half-plane in order to avoid division by zero which may give
unspecified results on non-GLSL 4.1-capable hardware. Sprinkle in
some more comments.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes:
dEQP-VK.spirv_assembly.instruction.compute.opspecconstantop.vector_related
dEQP-VK.spirv_assembly.instruction.graphics.opspecconstantop.vector_related*
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0 13.0" <[email protected]>
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Looking at the following bit of SPIRV shader :
...
%zero = OpConstant %i32 0
%ivec3_0 = OpConstantComposite %ivec3 %zero %zero %zero
%vec3_undef = OpUndef %ivec3
%sc_0 = OpSpecConstant %i32 0
%sc_1 = OpSpecConstant %i32 0
%sc_2 = OpSpecConstant %i32 0
...
Our compiler currently stops parsing variables & types on the OpUndef
and switches to instructions, leaving the following sc_[0-2] variables
untreated.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0 13.0" <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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SPIR-V maps both gl_SampleMask and gl_SampleMaskIn to the same
builtin (SampleMask). The only way to tell which one we are dealing with
is to check if it is an input or an output.
Fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_mask.write.*
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Some applications might add location decoration to samplers. Rather
than raising an error it seems it would make more sense to just
discard these decorations.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: 17.0 <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Once again, SPIR-V is insane... It allows you to place "patch"
decorations on structure members. Presumably, this is so that you can
do something such as
out struct S {
layout(location = 0) patch vec4 thing1;
layout(location = 0) vec4 thing2;
} str;
And have your I/O "nicely" organized. While this is a bit silly, it's
allowed and well-defined so whatever. Where it really gets interesting
is when you have an array of struct. SPIR-V says nothing about not
allowing you to have those qualifiers on the members of a struct that's
inside an array and GLSLang does this. Specifically, if you have
layout(location = 0) out patch struct S {
vec4 thing1;
vec4 thing2;
} str[2];
then GLSLang will place the "patch" decorations on the struct members.
This is ridiculous there is no way that having some of them be patch and
some not would be well-defined given that patch and non-patch outputs
are in effectively different storage classes. This commit moves around
the way we handle the "patch" decoration so that we can detect even the
crazy cases and handle them.
Fixes: dEQP-VK.tessellation.user_defined_io.per_patch_block_array.*
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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We don't want to do anything for the other cases.
Signed-off-by: Kenneth Graunke <[email protected]>
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Geometry and Tessellation stages do handle this as a system value instead.
Fixes:
dEQP-VK.geometry.basic.primitive_id
Reviewed-by: Dave Airlie <[email protected]>
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...when the capability bit is set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Iago suggested tidying this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We need to:
- handle the extra array level for per-vertex varyings
- handle the patch qualifier correctly
- assign varying locations
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use info->tess.
v3: Handle more things in either TCS/TES.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]> [v1]
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[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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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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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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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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v2: Move relative push constant relative offset computation down to
_vtn_load_store_tail() (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We rename it to nir_deref_clone, re-order the sources to match the other
clone functions, and expose nir_deref_var_clone. This past part, in
particular, lets us get rid of quite a few lines since we no longer have
to call nir_copy_deref and wrap it in deref_as_var.
Reviewed-by: Jordan Justen <[email protected]>
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I forgot to do this in commit 76b97d544e ("anv: enable storage image
extended formats"). Since both drivers support this now, no need for the
conditional enable.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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I expect over time the struct contents will change as all
drivers support stuff etc, but for now this should be a good
starting point.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The strategy is to do the same thing that the GLSL lower_offset_arrays
pass does - create 4 separate texture gather ops, one per offset, and
read in the results from each gather's w component to recreate the
desired result.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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