| Commit message (Collapse) | Author | Age | Files | Lines |
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Blorp can deal with depth/stencil surfaces blits/copies without the
render target requirement. Also having both render target and
depth/stencil requirement is incompatible from isl's point of view.
This fixes an image creation issue in the high level quality settings
of the Unity3D player, which requires a depth texture with src/dst
transfer & 4x multisampling.
v2: Simply aspect checking condition (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: 13.0 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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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The same we do in the OpenGL driver (comment copied from there).
This is required to ensure that we execute the fragment shader stage when
side-effects (such as image or ssbo stores) are present but there are no
color writes.
I found this while writing a test to check rendering to a framebuffer
without attachments where the fragment shader does not produce any
color outputs but writes to an image via imageStore(). Without this patch
the fragment shader does not execute and the image is not written,
which is not correct.
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes crash in dEQP-VK.ubo.random.all_shared_buffer.48 due to a
fragment shader code bigger than 128 kB.
This patch increases the allocation size limit to 1 MB.
v2:
- Increase it to 1 MB (Jason)
- Increase device->instruction_block_pool allocation size in
anv_device.c (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: rework entry point iteration (Jason)
cleanup unused imports
v3: don't drop header installation (Emil)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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VK_ICD_WSI_PLATFORM_MAX is used, but a duplicate from wsi_common.h .
Acked-by: Jason Ekstrand <[email protected]>
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The Vulkan rules for point size are a bit whacky. If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader. If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:
"shaderTessellationAndGeometryPointSize indicates whether the
PointSize built-in decoration is available in the tessellation
control, tessellation evaluation, and geometry shader stages. If this
feature is not enabled, members decorated with the PointSize built-in
decoration must not be read from or written to and all points written
from a tessellation or geometry shader will have a size of 1.0. This
also indicates whether shader modules can declare the
TessellationPointSize capability for tessellation control and
evaluation shaders, or if the shader modules can declare the
GeometryPointSize capability for geometry shaders. An implementation
supporting this feature must also support one or both of the
tessellationShader or geometryShader features."
In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader. There are at least two valid ways we can
implement this:
1) Track whether or not shaderTessellationAndGeometryPointSize is
enabled and set the 3DSTATE_SF bits based on that and what stages
are enabled, ignoring the shader source.
2) Just look at the last geometry stage VUE map and see if they wrote
PointSize and set the 3DSTATE_SF accordingly.
The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.
This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests. The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us delete a helper from genX_pipeline.c
Reviewed-by: Lionel Landwerlin <[email protected]>
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When multiple shader stages exist in the same SPIR-V module, we compile
all entry points and their inputs/outputs, then dead code eliminate the
ones not related to the specific entry point later.
nir_lower_wpos_center was being run prior to eliminating those random
other variables, which made it trip up, thinking it found gl_FragCoord
when it actually found something else like gl_PerVertex[3].
Fixes dEQP-VK.spirv_assembly.instruction.graphics.module.same_module.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Simplify nested ifs (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Restrict ISL_AUX_USAGE_HIZ to depth aspects
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Avoid the resolves that would be required if fast depth clears were
allowed for such buffers.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Remove redundant x/y offset asserts (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is a better mapping to the Vulkan API and improves performance in
all tested workloads.
v2: Remove unnecessary image view aspect checks (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason Ekstrand):
- Add spec citation
- Drop conditional
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Store the current and requested depth stencil layouts so that we can
perform the appropriate HiZ resolves for a given transition while
recording a render pass.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is no longer used.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Add an entry point for resolving using BLORP's gen8 HiZ op function.
v2: Manually add the aux info
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Add an entry point for the optimized gen8 BLORP HiZ sequence. commit
c9eaf12de20ac4143fe79d42018bdbb5a391356f fixed a bug that was
unknowingly worked around by forcing additional clear rectangle
alignment restrictions not specified in the PRMs. Now that the bug is no
longer present, omit the additional alignment restrictions.
v2: Adjust code comment about padding
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We'll be using layout transitions later on in the series which can occur
within and between subpasses. Turn this on now to simplify the change
later.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We're about to enable HiZ support for multiple subpasses. Use this field
to keep track of whether or not subpass operations should treat the
depth buffer as having an auxiliary HiZ buffer.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The helper doesn't provide additional functionality over the current
infrastructure.
v2: Add comment to anv_image::aux_usage (Jason Ekstrand)
v3: Clarify comment for aux_usage (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Prevent assert failures that would occur in the next patch.
v2: Don't remove asserts from blorp/blit (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We'll be switching to layout-transition based resolves which can occur
outside of a render pass. Add this sequence to BLORP, as using BLORP
will enable emitting depth stencil state outside of a render pass (among
other benefits). The depth buffer extent is ignored to enable eventual
usage in VkCmdClearAttachments().
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This patch implements vk_icdNegotiateLoaderICDInterfaceVersion(), which
brings us to loader interface v3.
v2:
- Drop the pragmas. [emil]
- Advertise v3 instead of v2. Anvil supported more than I
thought. [jason]
- s/Surface/SurfaceKHR/ in comments. [emil]
Reviewed-by: Emil Velikov <[email protected]>
Cc: [email protected]
Cc: Jason Ekstrand <[email protected]>
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We can't import the latest vk_icd.h because the new header breaks the
Mesa build. This patch defines new casting macros,
ICD_DEFINE_NONDISP_HANDLE_CASTS() and ICD_FROM_HANDLE(), which can
handle both the old and new vk_icd.h, and will prevent the build from
breaking when we update the header.
In the old vk_icd.h, types were defined as:
typedef struct _VkIcdFoo {
...
} VkIcdFoo;
Commit 6ebba1f6 in the Vulkan loader changed the above to
typedef {
...
} VkIcdFoo;
because the old definitions violated the C and C++ specs. According to
the specs, identifiers that begins with an underscore followed by an
uppercase letter are reserved. (It's pedantic, I know), See the Github
issue referenced below.
References: https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/issues/7
References: https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/commit/6ebba1f630015af7a78767a15c1e74ba9b23601c
Reviewed-by: Emil Velikov <[email protected]>
Cc: [email protected]
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We currently don't perform clears or resolves on multiple array layers
with HiZ.
Cc: [email protected]
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Match the comment above the field by using units of pixels and not HiZ
blocks.
Cc: [email protected]
Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Enable multiple layers of the depth/stencil buffers to be accessible.
Fixes the crucible test, func.depthstencil.arrayed_clear.
Cc: [email protected]
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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When there are no framebuffer attachments, fb->width and fb->height will
be 0. Subtracting 1 results in 4294967295 which is too large for the
field, causing genxml assertions when trying to create the packet.
In this case, we can just program it to 1.
Caught by dEQP-VK.tessellation.tesscoord.triangles_equal_spacing.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Merge more TCS/TES info.
v3: Fix caching keys.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use anv_pipeline_has_stage rather than tess_info != NULL.
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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"Function Enable" is what the other stages use.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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With shaders using a lot of inputs/outputs, like this (from Gtk+) :
layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat vec4 inClipBounds;
layout(location = 5) in flat vec4 inClipWidths;
layout(location = 6) in flat ColorStop inStops[8];
layout(location = 0) out vec4 outColor;
we're missing the programming of the input_slots_valid field leading
to an assert further down the backend code.
v2: Use valid slots of the geometry or vertex stage (Jason)
v3: Use helper to find correct vue map (Jason)
v4: Set the valid slots off the previous stages (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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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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This fixes layered rendering Vulkan CTS tests with cube (arrays). We
also do this in the GL driver, see this code from gen8_depth_state.c
for example:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_CUBE_MAP:
/* The PRM claims that we should use BRW_SURFACE_CUBE for this
* situation, but experiments show that gl_Layer doesn't work when we do
* this. So we use BRW_SURFACE_2D, since for rendering purposes this is
* equivalent.
*/
surftype = BRW_SURFACE_2D;
depth *= 6;
break;
So I guess we simply forgot to port this workaround to Vulkan.
v2: tweak the conditions so the special case is cube texture sampling
rather than anything else (Jason)
Fixes:
dEQP-VK.geometry.layered.cube*
Reviewed-by: Jason Ekstrand <[email protected]>
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This is the same we do in the GL driver: the hardware provides gl_Layer
in the VUE header, so when the fragment shader reads it we can't skip it.
Reviewed-by: Jason Ekstrand <[email protected]>
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