| Commit message (Collapse) | Author | Age | Files | Lines |
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Was off-by-one. llvm says inserting an element with an index higher than the
number of elements yields undefined results. Previously such inserts were
ignored but as of llvm revision 235854 the vector gets replaced with undef,
causing failures.
This fixes piglit gl-3.2-layered-rendering-gl-layer, as mentioned in
https://llvm.org/bugs/show_bug.cgi?id=23424.
Reviewed-by: Brian Paul <[email protected]>
Cc: [email protected]
(cherry picked from commit b8a1495106a8b70e9026b7798a5df2fb9737c55e)
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We were resetting the prim id count for each run of the prim assembler,
hence this only worked when the draw calls were very small (the exact limit
depending on the vertex size), since larger draw calls get split up.
So, do the same as we do already if there's a gs, reset it to zero explicitly
for every new instance (this possibly could use the same variable but that
isn't doable without some heavy refactoring and I'm not sure it makes sense).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90130.
Reviewed-by: Jose Fonseca <[email protected]>
CC: <[email protected]>
(cherry picked from commit f2a7fd9943fcb7d3de3bc2b21907e0a157b88e96)
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The code was exactly the same, except util/ has c++ guards and a struct
simple_node declaration.
Reviewed-by: Marek Olšák <[email protected]>
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v2: move initialization of llvm_gs to declaration.
Reviewed-by: Roland Scheidegger <[email protected]>
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This reverts db3dfcfe90a3d27e6020e0d3642f8ab0330e57be.
The commit was correct but we've got some precision problems later in
llvmpipe (or possibly in draw clip) due to the vertices coming in in
different order, causing some internal test failures. So revert for now.
(Will only affect drivers which actually support constant-interpolated
attributes and not just flatshading.)
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This fixes 4 vertexid related piglit tests with llvmpipe due to switching
behavior of vertexid to the one gl expects.
(Won't fix non-llvm draw path since we don't get the basevertex currently.)
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Because all topologies are reduced to basic primitives (i.e. no strips, fans)
and the vertices involved are all copied, there's no need for any elaborate
decisions where to insert the prim id. The logic employed was correct for
first provoking vertex, but didn't account at all for the last provoking
vertex case. And since we now will get the right constant value even if the
primitive type is later changed (for unfilled etc.) this is no longer
required to pass certain tests (which were checking for prim_id == some
const interpolated value so passing because both were wrong in the end).
This is a bit overkill (3x4 values assigned in total even though it's really
one scalar per prim...) but the code is now much easier and I don't need to
add more cases for last provoking vertex.
This fixes piglit primitive-id-no-gs-strip test.
Reviewed-by: Jose Fonseca <[email protected]>
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Previously the first provoking vertex convention would only be used if
flatshading were enabled. No matter how I look at it that cannot be possibly
correct. Maybe the code getting used was somewhat simpler that way at a time
where there weren't constant interpolated attributes, only flatshading...
(Note that all other places including the decomposition macros already do
the same.)
Reviewed-by: Jose Fonseca <[email protected]>
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This stage only worked for traditional old-school flatshading, it did ignore
constant interpolated values and only handled colors, the code probably
predates using of constant interpolated values in gallium. So fix this - the
clip stage apparently did this a long time ago already.
Unfortunately this also means the stage needs to be invoked when flatshading
isn't enabled but some other prim changing stages are - for instance with
fill mode line each of the 3 lines in a tri should get the same attribute
value from the leading vertex in the original tri if interpolation is constant,
which did not happen before
Due to that, the stage is now run in more cases, even unnecessary ones. Could
in theory skip it completely if there aren't any constant interpolated
attributes (and rast->flatshade isn't set), but not sure it's worth bothering,
as it looks kinda complicated getting this information in advance.
No piglit change (doesn't really cover this directly).
Reviewed-by: Jose Fonseca <[email protected]>
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Just like we do for tris (det shouldn't matter at this point, however
can have flags for things like line stipple reset).
No piglit change, it would fail line stippling tests if the flatshade
stage were run, which will happen with the next commit.
Reviewed-by: Jose Fonseca <[email protected]>
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Required by Nine. Tested with util_run_tests.
It's added to softpipe, llvmpipe, and r300g/swtcl.
Tested-by: David Heidelberg <[email protected]>
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The prim assembler may change the prim type when injecting prim ids now,
which isn't reflected by what's stored in emit.
This looks brittle and potentially dangerous (it is not obvious if such prim
type changes are really supported by pt emit, the prim type is actually also
set in prepare which would then be different).
This fixes piglit primitive-id-no-gs-first-vertex.shader_test.
Reviewed-by: Jose Fonseca <[email protected]>
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The decomposition done in the prim assembler will turn tri fans into tris,
but this wasn't reflected in the output prim type. Meaning with a tri fan
with 6 verts input, the output was a tri fan with 12 vertices instead of a
tri list with 12 vertices (not as bad as it sounds, since the additional tris
created would all be degenerate since they'd all have two times vertex zero
but still bogus).
This is because the prim assembler is used if either the input topology is
something with adjacency, or if prim id needs to be injected, and for the
latter case topologies without adjacency can be converted to basic ones.
Unfortunately decomposition here for inserting prim ids is necessary, at
least for the indexed case where we can't just insert the prim id at the
right place depending on provoking vertex.
Reviewed-by: Jose Fonseca <[email protected]>
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The default macros when the adjacency macros aren't defined will already
exactly do that (that is, drop the adjacent vertices and call the non-adjacent
macro).
Reviewed-by: Jose Fonseca <[email protected]>
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Addresses MSVC warnings "result of 32-bit shift implicitly converted to
64 bits (was 64-bit shift intended?)", which can often be symptom of
bugs, but in these cases were all benign.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This patch remove workaround related to LLVM < 3.2 bug.
Original bug has been closed as fixed in 2011.
At this moment gallium requires LLVM 3.3 (2013).
LLVM has been tested without SSE2 support in commit
ca70de9bd20bc4a11b2d2d368e0cc1f49527a947 and removed after requiring
LLVM 3.3 in commit 013ff2fae13da41c2f5619c4698b0a7b5aa6a06d
Original LLVM bug: http://llvm.org/bugs/show_bug.cgi?id=6960
Signed-off-by: David Heidelberg <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Mostly add a couple cases so we don't just check gs for this.
There's only one gotcha, the built-in vp transform in the llvm vs can't
handle it (this would be fixable though non-trivial due to vp index being
non-constant for the SoA outputs, but we don't use it if there's a gs
neither - the whole clip/vp transform integration there is suboptimal).
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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We cannot guarantee that vertex buffers have the necessary alignment for
fetching all AoS members at once (for instance 4x32bit XYZW data). We can
however guarantee that for textures. This did not cause errors for older
llvm versions but it now matters and will cause segfaults if the data
happens to not be aligned. Thus we need to set alignment manually.
(Note that we can't actually really guarantee data to be even element aligned
due to offsets in vertex buffers being bytes and OpenGL allowing this, but
it does not matter for x86 as alignment is only required for sse vectors -
not sure what happens on other archs, however.)
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=85467.
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structures.
No change in behavior.
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scale[3].
Unfortunately no LLVM type was generated for pipe_viewport_state -- it
was being treated as a single floating point array --, so llvmpipe (and
any driver that relies on draw/llvm) got totally busted.
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Almost all drivers ignore them.
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Reviewed-by: Roland Scheidegger <[email protected]>
v2: fix svga too
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Use an array of properties indexed by TGSI_PROPERTY_* definitions.
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Reuse the LLVMContext already allocated in llvmpipe_context
for draw_llvm if ppossible. This should decrease the memory
footprint of an llvmpipe context.
v2: Fix compile with llvm disabled.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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This is one step to make llvmpipe thread safe as mandated by the OpenGL
standard. Using the global LLVMContext is obviously a problem for
that kind of use pattern. The patch introduces two LLVMContext
instances that are private to an OpenGL context and used for all
compiles. One is put into struct draw_llvm and the other
one into struct llvmpipe_context.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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The draw module would still try to use gallivm, causing many piglit tests
to fail with an assertion failure. llvmpipe might have been similarly
affected.
Reviewed-by: Tom Stellard <[email protected]>
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I only made IS_NEGATIVE(x) use signbit in commit 0f3ba405 in an attempt
to fix 54805, but it didn't help. We didn't use signbit on some
platforms and instead defined it to x < 0.0f.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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This simplifies the code and makes it a little easier to understand.
Reviewed-by: Charmaine Lee <[email protected]>
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Not sure why it was there but it is definitely not an error if gs outputs are
infs/nans. Besides, the outputs can be ints, in which case any small negative
number asserted.
This fixes piglit's texelFetch gs isamplerXX crashes with softpipe (down from
14 to 2).
Bug https://bugs.freedesktop.org/show_bug.cgi?id=80012
Reviewed-by: Jose Fonseca <[email protected]>
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This was meant for softpipe to not crash at some point if vertex texturing
was used. It is, however, fishy because it uses values from
draw_set_samplers/draw_set_sampler_views and not from the shader key. Albeit
we should still in all cases actually generate a new shader if this changes
(because the samplers and views themselves are in the key) I don't want to
think again wondering if that's really correct in the future.
Besides, at least today, it does not actually work for softpipe, as this was
relying on softpipe not actually calling draw_set_samplers/sampler_views at
all - I've verified it crashes regardless (if there were a tex instruction in
the vs, which normally should not happen anyway). For drivers which do indeed
not call these functions because they don't support vertex texturing at all
(r300), this should still not crash because the static texture data is all
zero, which causes the sampling functions to take an early out (same as is done
if no texture is bound at the slot used for sampling - verified with hacked up
softpipe).
Reviewed-by: Jose Fonseca <[email protected]>
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The base instance needs to be passed to the jited function, otherwise the
instanced data fetch will only work with the same start instance when the
jit function was created (and baking that into the key instead is not a viable
option).
This fixes piglit arb_base_instance-drawarrays (modulo some unrelated
core/compat context trouble I get for the test).
And fix the pipe cap bit in llvmpipe for it now that it actually works (it
already worked for softpipe).
Reviewed-by: Jose Fonseca <[email protected]>
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This is a purely cosmetic change.
Reviewed-by: Brian Paul <[email protected]>
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The non-llvm path made sure that both clip and pre_clip_pos point to the data
output by position, not clipvertex, if user based clipping is disabled.
However, the llvm path did not, which apparently led to failures if
gl_ClipVertex was written but user plane clipping not enabled (bug 80183).
Why I have no idea really, but just make it match the non-llvm behavior...
Reviewed-by: Brian Paul <[email protected]>
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The distinction between system values and ordinary inputs is not very
obvious in gallium - further fueled by the fact that they use the same
semantic names.
Still, if there's any value which imho really is a system value, it's the
primitive id input into the gs (while earlier (tessleation) stages could read
it, it is _always_ generated by the system). For some odd reason though (which
I'd classify as a bug but seems too complicated to fix) the glsl compiler in
mesa treats this as an ordinary varying, and everything else after that
(including the state tracker and other drivers) just go along with that.
But input fetching in gs for llvm based draw was definitely limited to the
ordinary (2-dimensional) inputs so only worked with other state trackers,
the code was also additionally relying on tgsi_scan_shader filling
uses_primid correctly which did not happen neither (would set it only for
all stages if it was a system value, but only set it for the fragment shader
if it was an input value).
This fixes piglit glsl-1.50-geometry-primitive-id-restart and primitive-id-in
in llvmpipe.
Reviewed-by: Brian Paul <[email protected]>
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These values are always uints, casting them to floats does no good.
Fixes piglit glsl-1.50-geometry-primitive-id-restart tests for softpipe.
Reviewed-by: Brian Paul <[email protected]>
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If the vertex shader has no position but the gs has, the clipvertex output
was -1 (because it's the same as vs position in this case if there's no
explicit clipvertex output). This caused crashes (or assertion failures) in
clipping since in the end position (which came from gs) was different from
cv (-1) and we then tried to use the bogus cv input.
Rather than just test for -1 cv value in clipping, make it explicitly return
the position output of the gs instead which seems cleaner (since we really
don't want to use the clipvertex value from the vs (it could be a valid value
in the (unsupported) case of vs writing clipvertex but still using a gs).
This fixes piglit shader_runner clip-distance-out-values.shader_test.
Reviewed-by: Zack Rusin <[email protected]>
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The clip stage may crash if there's no position output, for this reason
code was added to avoid running the pipeline stages in this case
(c7c7186045ec617c53f7899280cbe12e59503e4d). However, this failed to actually
work when there was a geometry shader, since unlike the vertex shader it did
not initialize the position output to -1, hence the code trying to detect
this didn't trigger. So simply initialize the position output to -1 just like
the vs does.
This fixes piglit glsl-1.50-transform-feedback-type-and-size (segfault->pass).
clip-distance-out-values.shader_test goes from segfault to assertion failure,
suggesting more fixes are needed, no other piglit changes.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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The old logic would let all negative values go through unclamped, with
potentially disastrous results (probably trying to fetch viewport values
from random memory locations). GL has undefined rendering for vp indices
outside valid range but that's a bit too undefined...
(The logic is now the same as in llvmpipe.)
CC: "10.1 10.2" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Tested-by: Ilia Mirkin <[email protected]>
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When we had just one module "gallivm" was an appropriate name. But now we have
modules containing all functions for a particular variant, so give it a
corresponding name (this is really just for helping debugging).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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All shaders had the same name.
We could probably use some identifier per shader too, but for now only use
the variant number.
Reviewed-by: Jose Fonseca <[email protected]>
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Free up unneeded LLVM stuff immediately after generating vertex shader
code. Saves about 500K per shader.
v2: Don't bother calling gallivm_free_function (Jose)
Signed-off-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Older versions haven't been tested probably don't work anyway. But more
importantly, code supporting it is hindering further work.
Reviewed-by: Roland Scheidegger <[email protected]>
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