| Commit message (Collapse) | Author | Age | Files | Lines |
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util_is_power_of_two_or_zero
The new name make the zero-input behavior more obvious. The next
patch adds a new function with different zero-input behavior.
Signed-off-by: Ian Romanick <[email protected]>
Suggested-by: Matt Turner <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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(Ported from radeonsi commit f70f6baaa3bb0f8b280ac2eaea69bbffaf7de840)
Allows cached BOs to be reused in more cases.
Bugzilla: https://bugs.freedesktop.org/105171
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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If a src was referencing the same temp as the dst, the per-component
copy code didn't work.
e.g.
cndge r0.xy, r0.xx, |r2|, r3
got expanded into
mov r12.x, |r2|
cndge r0.x, r0.x, r12, r3
mov r12.y, |r2|
cndge r0.y, r0.x, r12, r3
hence for the second cndge r0.x was mistakenly the previous cndge result.
Fix this by doing all the movs first, so there's no bogus alu.last in between.
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=102905
Tested-by: <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This is ported from the sb backend, there are some issues with
evergreen stacks on the boundary between entries and ALU_PUSH_BEFORE
instructions.
Whenever we are going to use a push before, we check the stack
usage and if we have to use the workaround, then we switch to
a separate push.
I noticed this problem dealing with some of the soft fp64 shaders,
in nosb mode, they are quite stack happy.
This fixes all the glitches and inconsistencies I've seen with them
Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Elie Tournier <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The r600 code (not the eg one) forgot to copy the ps_color_export_mask
in commit 5b14e06d8b42e2b08ebc52b6c314ef8647d87a1f when updating the
pixel state, leading to misrenderings (probably with MRT).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105262
Tested-by: LoneVVolf <[email protected]>
Tested-by: Pavel Vinogradov <[email protected]>
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This fixes some hangs seen where the recip_ieee opcodes would
end up split across the wrong slots.
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The delayed loading code was fail if we had control flow.
This fixes:
tests/spec/arb_shader_image_load_store/execution/image_checkerboard.shader_test
v2: don't use temp_reg before setting temp_reg up.
Tested-by: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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trivial fix.
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Previously we had a check for 1d of narrow 2D textures, however
narrow 2d textures caused gpu hangs, but it was correct for 1d
textures.
This fixes a bunch of 1D image piglits for me.
Fixes: 7b8e1c089d (r600/texture: drop lowering 1d/2d images to linear.)
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On cayman this was hitting an assert later, which probably wasn't
see on non-cayman due to having the t slot.
Fixes: 9041730d1 (r600: add support for ARB_shader_clock.)
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This just adds the these to the debug prints.
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ALU_EXTENDED needs 4 DWORDS instead of the usual 2, hence if the last ALU
clause within a IF-JUMP or ELSE branch is ALU_EXTENDED the target jump
offset needs to be adjusted accordingly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104654
Cc: <[email protected]>
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Required by radeonsi for optimal behavior.
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This fixes a regression in the broadcast color to all color bufs case.
Fixes: 6c691081a (r600: fixup sparse color exports.)
Signed-off-by: Dave Airlie <[email protected]>
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I found a shader with
DCL TEMP[0], LOCAL
DCL TEMP[1..256], ARRAY(1), LOCAL
DCL TEMP[257..512], ARRAY(2), LOCAL
DCL TEMP[513..768], ARRAY(3), LOCAL
DCL TEMP[769], LOCAL
This would remap badly, as it would add up all the spilled sizes
and subtract it from the temp for 0. If the current temp is less
than the array start break out.
Fixes: 1d871aa6 (r600g: Implement spilling of temp arrays (v2))
Signed-off-by: Dave Airlie <[email protected]>
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Nobody queries these and nobody sets them to anything useful,
the docs say TODO.
Drop them until a use appears.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We now use PIPE_SHADER_CAP_SUPPORTED_IRS to check for native support
in clover.
Reviewed-by: Marek Olšák <[email protected]>
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Acked-by: Pierre Moreau <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: * Check whether the node src and dst registers are NULL before using
them.
* fix a type in the commit message.
Two cases are handled with this patch:
1. If copy propagation tries to eliminated a move from a relative
array access then it could optimize
MOV R1, ARRAY[RELADDR_1]
MOV R2, ARRAY[RELADDR_2]
OP2 R3, R1 R2
into
OP2 R3, ARRAY[RELADDR_1], ARRAY[RELADDR_2]
which is forbidden, because there is only one address register available.
2. When MULADD(x,a,MUL(x,c)) is handled
MUL TMP, R1, ARRAY[RELADDR_1]
MULLADD R3, R1, ARRAY[RELADDR_2], TMP
by folding this into
ADD TMP, ARRAY[RELADDR_2], ARRAY[RELADDR_1]
MUL R3, R1, TMP
which is also forbidden.
Test for these cases and reject the optimization if a forbidden combination
of relative access would be created.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103142
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Pessimistically spills arrays if GPR limit is exceeded.
v2: fix r600 support [airlied]
Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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On r600 we use the scratch mem with read/read_ind, in that case
sb should track the rw_gpr as a dst instead of a src.
This stops the whole shader being optimised out.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: add Glenn's fixes
Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Spills have to happen after the VLIW bundle currently
processed, so defer emitting the spill op.
Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes:
KHR-GL45.texture_gather.swizzle
on cayman and redwood.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This ports the texture gather integer workaround from radeonsi.
This fixes:
KHR-GL45.texture_gather.plain-gather-uint/int*
v2: add rect support, fix 2d array shadow
Reviewed-by: Roland Scheidegger <[email protected]> (on irc)
Signed-off-by: Dave Airlie <[email protected]>
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This is taken from Glenn Kennards scratch series, but separated
out as a cleanup by me.
Reviewed-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The hw gives us coverage for pixel, not for individual fragment shader
invocations, in case execution isn't per pixel (eg, unlike cm, actually
cannot do "real" minSampleShading, it's either per-pixel or per-fragment,
but it doesn't really make a difference here).
Also, with msaa disabled, the hw still gives us a mask corresponding to
the number of samples, where GL requires this to be 1.
Fix this up by masking the sampleMaskIn bits with the bit corresponding to
the sampleID, if we know this shader is always executed at per-sample
granularity. (In case of a per-sample frequency shader and msaa disabled,
the sampleID will always be 0, so this works just fine there.)
Fixing this for the minSampleShading case will need a shader key (radeonsi
uses the prolog part for) (for eg, could get away with a single bit, cm
would need more bits depending on sample/invocation ratio, or read the
bits from a uniform), unless we'd want to always use a sample mask uniform
(which is probably not a good idea, as it would make the ordinary common
msaa case slower for no good reason).
This fixes some parts of piglit arb_sample_shading-samplemask (with fixed
test), in particular those which use a sampleID, still failing others
as expected.
Reviewed-by: Dave Airlie <[email protected]>
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For some reason, we were iterating through the code twice (first just for
instructions needing barycentrics, then for instructions and input dcls).
Move things around slightly so this is no longer necessary.
There also was a unnedeed enabling of the fixed_pt_position_gpr - this is only
needed if the per-sample interpolation comes from an input, not from an
instruction (just move the assert where it belongs) (since the sample id to
sample from comes from a tgsi src in this case, and isn't sampleID).
Otherwise there should be no functional change.
Reviewed-by: Dave Airlie <[email protected]>
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No functional change (compile tested only).
Reviewed-by: Dave Airlie <[email protected]>
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Fixes: 2d5b5d267e (r600: work out target mask at framebuffer bind.)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104989
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we have gaps in the shader mask we have to have 0x1 in them
according to a comment in radeonsi, and this is required to fix
the test at least on cayman.
We also need to record the highest one written to write to the
ps exports reg.
This fixes:
KHR-GL45.enhanced_layouts.fragment_data_location_api
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we only get 1,2,3,6 framebuffers we want a sparse target mask.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since enhanced layouts allows setting specific MRT outputs, we
can get sparse outputs, so we have to calculate the shader
mask earlier.
v1.1: update checks for state update (Roland)
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
KHR-GL45.enhanced_layouts.xfb_vertex_streams
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Set render cond and emit atom.
Fixes:
KHR-GL45.compute_shader.conditional-dispatching
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need to get the grid sizes earlier to fill in to the const
buffer.
Fixes:
KHR-GL45.compute_shader.built-in-variables
and
KHR-GL45.compute_shader.dispatch-indirect
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This cleans up and fixes the previous fix even more.
Buffers from textures start at max const,
buffers from buffers/images come in from the 168 offset.
This fixes a bunch of:
KHR-GL45.shader_storage_buffer_object*
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For buffers we want the size in bytes,
For images we want it in elements.
This fixes:
KHR-GL45.shader_storage_buffer_object.advanced-unsizedArrayLength-cs-std430-vec-pad
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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for frag shaders we get a value in the key, I expect I need
to make compute work better
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The compute emission path always emits this currently, and emitting
it on the fragment path breaks the blitter.
This fixes gpu hangs in KHR-GL45.compute_shader.resource-texture
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This has 4 srcs.
This fixes:
KHR-GL45.shader_atomic_counter_ops_tests.ShaderAtomicCounterOpsExchangeTestCase
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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With sb enabled on cayman, this was overwriting the proper
cf index value with random ones if the dst gpr was 2 or 3,
only save the value for a MOVA instruction.
Fixes:
KHR-GL45.gpu_shader5.uniform_blocks_array_indexing
(on cayman with sb)
Cc: <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a few CTS cases in :
KHR-GL45.texture_view.view_sampling
some multisample cases are still broken, but not sure this is
the same problem.
v2: fix more cases
Cc: <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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CC r600_shader.lo
r600_shader.c: In function ‘egcm_int_to_double’:
r600_shader.c:4543:12: error: ‘ctx’ is a pointer; did you mean to use ‘->’?
if (ctx.bc->chip_class == CAYMAN)
^
->
Fixes: 35b430157776 ("r600/fp64: fix integer->double conversion")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Doing a straight uint/int->fp32->fp64 conversion causes
some precision issues, Roland suggested splitting the
integer into two portions and doing two separate
int->fp32->fp64 conversions then adding the results.
This passes the tests in CTS and piglit.
[airlied: fix cypress conversion opcodes]
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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