| Commit message (Collapse) | Author | Age | Files | Lines |
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Add compute shader initilization, assign and cleanup in vl_compositor API.
Set video compositor compute shader render as default when pipe support it.
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Add compute shader to support video compositor render.
Signed-off-by: James Zhu <[email protected]>
Acked-by: Christian König <[email protected]>
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Rename csc_matrix to shader_params, and increase shader_params size
to store more constants for compute shader,
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Split vl_compositor graphic shaders from vl_compositor API in order to share
vl_compositor API with vl_compositor compute shader later.
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Move dirty define to header file to share with compute shader.
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Allows drivers using `u_pipe_screen_get_param_defaults` to use a
fallback value for the new pipe cap. Default value of 8 based on GL 2.1
MAX_VARYING_FLOATS
Reviewed-by: Eric Anholt <[email protected]>
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Cc: 18.3 19.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Regardless of whether the build uses kmsro, kmsro is the default driver
descriptor when the static loader is used. Thus, in an edge case where
the static loader is used, no static targets are loaded, and kmsro is
not compiled, a spurious warning is printed. There's no harm in
executing the stub function in this case, but it's not "an error" to not
have kmsro in the build; the driver missing warning should not printed
kmsro.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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Iris would like to use compact arrays for tesslevels and clip/cull
distances. radeonsi will likely want to switch to these at some point,
since it'll be necessary for GL_ARB_gl_spirv support, but it's not ready
for them just yet.
Reviewed-by: Timothy Arceri <[email protected]>
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Ken's rework of mesa/st builtins to NIR means that we'll have more NIR
shaders with color output types that are mismatched with the render target
types. Since this is behavior that GLSL doesn't require, add it as a
shader_info option so the driver can know that it needs to ignore the FS
output's base type in favor of the actual render target's. This prevents
needing additional variants in several mesa/st paths (clear, pbo upload,
pbo download), given that the driver already has to handle the variants
for any TGSI being passed to it (from u_blitter, for example).
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch adds an initial stub for the Gallium driver, containing
simple screen functions and the majority of the driver headers but no
actual functionality. It further adds the winsys glue for linking in
this stub driver via kmsro on Rockchip/Amlogic boards.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Some drivers (notabily SWR) are written in C++, and as such they need
access to C headers with extern "C". So lets add that.
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The kmsro winsys is equivalent to the imx winsys, so we can switch
to it and remove the imx one.
Signed-off-by: Rob Herring <[email protected]>
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If we can't find a driver matching by name, then use the kmsro driver.
This removes the need for needing a driver descriptor for every possible
KMS driver.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The vc4 driver can do prime sharing to many different KMS-only devices,
such as the various tinydrm drivers for SPI-attached displays. Rename the
driver away from "pl111" to represent what it will actually support:
various sorts of KMS displays with the renderonly layer used to attach a
GPU.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Add a new cap that indicates whether the drivers supports
enabling/disabling the conversion from linear space to sRGB
for a framebuffer attachment. In Driver terms that this CAP indicates
whether the driver can switcht between a linear and and a sRGB surface
format for draw destinations witout changing the sourface itself.
v2: rename CAP to DEST_SURFACE_SRGB_CONTROL to reflect its
purpouse better (pointed out by Ilia Mirkin)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This allows creating a fd_screen with a renderonly object which will be
used to allocated scanout resources.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
[slight tweak to fix uninitialized 'prsc' in debug print]
Signed-off-by: Rob Clark <[email protected]>
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The util helpers were looking for a non-void channels in a non-mixed
format and returning its snorm/unorm state. However, compressed formats
don't have non-void channels, so they always returned false. V3D wants to
use util_format_is_[su]norm for its border color clamping workarounds, so
fix the functions to return the right answer for these.
This now means that we ignore .is_mixed. I could retain the is_mixed
check, but it doesn't seem like a useful feature -- the only code I could
find that might care is freedreno's blit, which has some notes about how
things are wonky in this area anyway.
Reviewed-by: <Roland Scheidegger [email protected]>
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Two typos, and missing one of the colorspaces.
Reviewed-by: <Roland Scheidegger [email protected]>
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LLVM uses the single instruction "FRINTI" to implement llvm.nearbyint.
Fixes the rounding tests of lp_test_arit.
Bug: https://bugs.gentoo.org/665570
Reviewed-by: Roland Scheidegger <[email protected]>
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In the Intel backend, it makes the most sense to treat gl_TessLevelInner
and gl_TessLevelOuter as ordinary shader inputs. For Radeon, it makes
more sense to treat them as system values which get special handling.
We already have a compiler option for this, but the Iris driver will
need a capability bit so we can set it appropriately.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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for radeonsi
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v2: add assert to verify we have at least one valid bit_size
v3: fix use of load_front_face in nir_lower_two_sided_color and tgsi_to_nir
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Intel's blending hardware does not properly return 1.0 for destination
alpha for RGBX formats; it requires the factors to be overridden to
either zero or one. Broadcom vc4 and v3d also could use this override.
While overriding these factors is safe in general, Nouveau and Radeon
would prefer not to. Their blending hardware already returns correct
values for RGB/RGBX formats, and would like to avoid the resulting
per-buffer blending and independent blend factors (rgb != a) since it
can cause additional overhead.
I considered simply handling this in the driver, but it's not as nice.
pipe_blend_state doesn't have any format information, so we'd need the
hardware blend state to depend on both pipe_blend_state and
pipe_framebuffer_state. Furthermore, Intel GPUs don't have a native
RGBX_SNORM format, so I avoid exposing one, which makes Gallium fall
back to RGBA_SNORM. The pipe_surfaces we get in the driver have an RGBA
format, making it impossible to tell that there shouldn't be an alpha
channel. One could argue that st not handling it in that case is a bug.
To work around this, we'd have to expose RGBX pipe formats, mapped to
RGBA hardware formats, and add format swizzling special cases. All
doable, but it ends up being more code than I'd like.
st_atom_blend already has access to the right information and it's
trivial to accomplish there, so we just add a cap bit and do that.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Gallium historically has treated pipeline statistics queries as a single
query, PIPE_QUERY_PIPELINE_STATISTICS, which returns a block of 11
values. This was originally patterned after the D3D1x API. Much later,
Brian introduced an OpenGL extension that exposed these counters - but
it exposes 11 separate queries, each of which returns a single value.
Today, st/mesa simply queries all 11 values, and returns a single value.
While pipeline statistics counters aren't typically performance
critical, this is still not a great fit. A D3D1x->GL translator might
request all 11 counters by creating 11 separate GL queries...which
Gallium would map to reads of all 11 values each time, resulting in a
total 121 counter reads. That's not ideal.
This patch adds a new cap, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE,
and corresponding query type PIPE_QUERY_PIPELINE_STATISTICS_SINGLE.
When calling create_query(), q->index should be set to one of the
PIPE_STAT_QUERY_* enums to select a counter. Unlike the block query,
this returns the value in pipe_query_result::u64 (as it's a single
value) instead of the pipe_query_data_pipeline_statistics group.
We update st/mesa to expose ARB_pipeline_statistics_query if either
capability is set, preferring the new SINGLE variant when available.
Thanks to Roland, Ilia, and Marek for helping me sort this out.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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We have found some pipe_surface leaks internally.
This is the same code as surface_destroy in radeonsi.
Ideally, surface_destroy would be in pipe_screen.
Cc: 18.3 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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the naming is a bit confusing no matter how you look at it. Within SPIR-V
"global" memory is memory accessible from all threads. glsl "global" memory
normally refers to shader thread private memory declared at global scope. As
we already use "shared" for memory shared across all thrads of a work group
the solution where everybody could be happy with is to rename "global" to
"private" and use "global" later for memory usually stored within system
accessible memory (be it VRAM or system RAM if keeping SVM in mind).
glsl "local" memory is memory only accessible within a function, while SPIR-V
"local" memory is memory accessible within the same workgroup.
v2: rename local to function as well
v3: rename vtn_variable_mode_local as well
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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SPIR-V allows for matrix and array types to be decorated with explicit
byte stride decorations and matrix types to be decorated row- or
column-major. This commit adds support to glsl_type to encode this
information. Because this doesn't work nicely with std430 and std140
alignments, we add asserts to ensure that we don't use any of the std430
or std140 layout functions with explicitly laid out types.
In SPIR-V, the layout information for matrices is applied to the parent
struct member instead of to the matrix type itself. However, this is
gets rather clumsy when you're walking derefs trying to compute offsets
because, the moment you hit a matrix, you have to crawl back the deref
chain and find the struct. Instead, we take the same path here as we've
taken in spirv_to_nir and put the decorations on the matrix type itself.
This also subtly adds support for strided vector types. These don't
come up in SPIR-V directly but you can get one as the result of taking a
column from a row-major matrix or a row from a column-major matrix.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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The previous code used a do while loop and continues after walking
a nested loop/if-statement. This means we end up evaluating the
last instruction from the nested block against the while condition
and potentially exit early if it matches the exit condition of the
outer block.
Fixes: 386d165d8d09 ("tgsi/scan: add a new pass that analyzes tess factor writes")
Reviewed-by: Marek Olšák <[email protected]>
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This just happened not to crash/assert because all loops have at
least 1 if-statement and due to a second bug we end up matching
the same ENDIF to exit both the iteration over the if-statment
and the loop.
The second bug is fixed in the following patch.
Fixes: 386d165d8d09 ("tgsi/scan: add a new pass that analyzes tess factor writes")
Reviewed-by: Marek Olšák <[email protected]>
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ATOMFADD is a little special -- make drivers have to specify it
explicitly.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is supported by at least NVIDIA hardware, and exposeable via GL
extensions.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We need a 64-bit value, otherwise we only handle the low 32, and happen to
sign-extend to claim to write all varying slots if VARYING_SLOT_VAR2 was
used.
Fixes: 4d0b2c7aaac3 ("ttn: Update shader->info as we generate code.")
Reviewed-by: Rob Clark <[email protected]>
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Whenever llvm removes an intrinsic (we're using), we're hitting segfaults
due to llvm doing calls to address 0 in the jitted code instead.
However, Jose figured out we can actually detect this with
LLVMGetIntrinsicID(), so use this to abort, so we don't have to wonder
what got broken. (Of course, someone still needs to fix the code to
no longer use this intrinsic.)
Reviewed-by: Jose Fonseca <[email protected]>
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This intrinsic disppeared with llvm 6.0, using it ends up in segfaults
(due to llvm issuing call to NULL address in the jited shaders).
Add code doing the same thing as the autoupgrade code in llvm so it
can be matched and replaced back with a pavgb.
While here, also improve lp_test_format, so it tests both with and without
cache (as it was, it tested the cache versions only, whereas cache is
actually disabled in llvmpipe, and in any case even with it enabled
vertex and geometry shaders wouldn't use it). (Although at least for
the unorm8 uncached fetch, the code is still quite different to what
llvmpipe is using, since that would use unorm8x16 type, whereas
the test code is using unorm8x4 type, hence disabling some intrinsic
paths.)
Fixes: 6f4083143bb8 ("gallivm: use llvm jit code for decoding s3tc")
Reviewed-by: Jose Fonseca <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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This is (much) faster than using the util fallback.
(Note that there's two methods here, one would use a cache, similar to
the existing code (although the cache was disabled), except the block
decode is done with jit code, the other directly decodes the required
pixels. For now don't use the cache (being direct-mapped is suboptimal,
but it's difficult to come up with something better which doesn't have
too much overhead.)
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The following race condition could occur in the no-timeout case:
API thread Gallium thread Watchdog
---------- -------------- --------
dd_before_draw
u_threaded_context draw
dd_after_draw
add to dctx->records
signal watchdog
dump & destroy record
execute draw
dd_after_draw_async
use-after-free!
Alternatively, the same scenario would assert in a debug build when
destroying the record because record->driver_finished has not signaled.
Fix this and simplify the logic at the same time by
- handing the record pointers off to the watchdog thread *before* each
draw call and
- waiting on the driver_finished fence in the watchdog thread
Reviewed-by: Marek Olšák <[email protected]>
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This is a squash of a bunch of individual changes:
nir/builder: Generate 32-bit bool opcodes transparently
nir/algebraic: Remap Boolean opcodes to the 32-bit variant
Use 32-bit opcodes in the NIR producers and optimizations
Generated with a little hand-editing and the following sed commands:
sed -i 's/nir_op_ball_fequal/nir_op_b32all_fequal/g' **/*.c
sed -i 's/nir_op_bany_fnequal/nir_op_b32any_fnequal/g' **/*.c
sed -i 's/nir_op_ball_iequal/nir_op_b32all_iequal/g' **/*.c
sed -i 's/nir_op_bany_inequal/nir_op_b32any_inequal/g' **/*.c
sed -i 's/nir_op_\([fiu]lt\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ge\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ne\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]eq\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fi]\)ne32g/nir_op_\1neg/g' **/*.c
sed -i 's/nir_op_bcsel/nir_op_b32csel/g' **/*.c
Use 32-bit opcodes in the NIR back-ends
Generated with a little hand-editing and the following sed commands:
sed -i 's/nir_op_ball_fequal/nir_op_b32all_fequal/g' **/*.c
sed -i 's/nir_op_bany_fnequal/nir_op_b32any_fnequal/g' **/*.c
sed -i 's/nir_op_ball_iequal/nir_op_b32all_iequal/g' **/*.c
sed -i 's/nir_op_bany_inequal/nir_op_b32any_inequal/g' **/*.c
sed -i 's/nir_op_\([fiu]lt\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ge\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ne\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]eq\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fi]\)ne32g/nir_op_\1neg/g' **/*.c
sed -i 's/nir_op_bcsel/nir_op_b32csel/g' **/*.c
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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We already had one for is_snorm() but not unorm.
Signed-off-by: Rob Clark <[email protected]>
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We have a NIR path, and V3D doesn't have TGSI input for compute (only what
TTN can handle for the various gallium-internal shaders).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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AoS sampling tries to use integers for coord wrapping when possible,
as it should be faster. However, for AVX, this was suboptimal, because
only floats can use 8x32bit vectors, whereas integers have to be split
into 4x32bit vectors. (I believe part of why it was slower was also
that at least earlier llvm versions had trouble optimizing it properly,
since you can still do simple bit ops with 8x32bit vectors, so a
sequence of int add / and / int add / and with such vectors would
actually end up doing 128bit inserts/extracts between the operations
instead of just doing the cheap 128bit ands.)
Hence, a special float coord wrapping path was added to AoS sampling.
But this path was actually disabled for a long time already, since we
found that just splitting everything before entering the AoS path was
still sligthly faster usually, so none of this float coord wrapping
code was used anymore (AoS sampling code, when avx2 isn't supported,
never sees vectors with length > 4). I thought it might be useful some
day again, but I'm not interested anymore in optimizing for very weird
instruction sets which have support for 256bit vectors for floats but
not for ints, so just drop it.
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes: 2710c40e3c8 ("gallium: Add new PIPE_CAP_SURFACE_SAMPLE_COUNT")
Signed-off-by: Samuel Pitoiset <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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This new pipe cap and the new nr_samples field in pipe_surface lets a
state tracker bind a render target with a different sample count than
the resource. This allows for implementing
EXT_multisampled_render_to_texture and
EXT_multisampled_render_to_texture2.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kristian H. Kristensen <[email protected]>
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A couple of simple fixes for building on Android with autotools.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The content is not expected to change.
Cc: [email protected]
Signed-off-by: Michal Srb <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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