| Commit message (Collapse) | Author | Age | Files | Lines |
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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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The SPIR-V capability isn't even marked as enabled, and there are no
tests in Vulkan-CTS. Per Jason Ekstrand, this won't work in anv as such
write-only surfaces require additional setup which is currently not
performed.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Acked-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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Now that the SPIR-V -> NIR translation is in place, no additional logic
is required.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Acked-by: Jason Ekstrand <[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 spec implicitly allows the incoming count to be 0. From the Vulkan
1.0.38 spec, Section 4.1 Physical Devices:
If the value referenced by pQueueFamilyPropertyCount is not 0 [then
do stuff].
Cc: [email protected]
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The Vulkan spec indicates that
vkGetPhysicalDeviceQueueFamilyProperties() should overwrite
pQueueFamilyPropertyCount with the number of structures actually
written to pQueueFamilyProperties.
Signed-off-by: Damien Grassart <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Cc: [email protected]
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Fixes ES3-CTS.gtf.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_stencil_blit
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This moves the nir_lower_indirect_derefs() call into
brw_preprocess_nir() so thats is called by both OpenGL and Vulkan
and removes that call to the old GLSL IR pass
lower_variable_index_to_cond_assign()
We want to do this pass in nir to be able to move loop unrolling
to nir.
There is a increase of 1-3 instructions in a small number of shaders,
and 2 Kerbal Space program shaders that increase by 32 instructions.
The changes seem to be caused be the difference in the GLSL IR vs
NIR variable index lowering passes. The GLSL IR pass creates a
simple if ladder for arrays of size 4 or less, while the NIR pass
implements a binary search for all arrays regardless of size.
Shader-db results BDW:
total instructions in shared programs: 13021176 -> 13021819 (0.00%)
instructions in affected programs: 57693 -> 58336 (1.11%)
helped: 20
HURT: 190
total cycles in shared programs: 299805580 -> 299750826 (-0.02%)
cycles in affected programs: 2290024 -> 2235270 (-2.39%)
helped: 337
HURT: 442
total fills in shared programs: 19984 -> 19984 (0.00%)
fills in affected programs: 0 -> 0
helped: 0
HURT: 0
LOST: 4
GAINED: 0
V2: remove the do_copy_propagation() call from the i965 GLSL IR
linking code. This call was added in f7741c52111 but since we are
moving the variable index lowering to NIR we no longer need it and
can just rely on the nir copy propagation pass.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This fixes a regression in a bunch of image store vulkan CTS tests
from commit ad38ba113491869ab0dffed937f7b3dd50e8a735, which started
using OWORD block read messages to implement UBO loads. The reason
for the failure is that we were giving bogus buffer alignment limits
to the application (1B), so the CTS would happily come back with
descriptor sets pointing at not even word-aligned uniform buffer
addresses.
Surprisingly the sampler messages used to fetch pull constants before
that commit were able to cope with the non-texel aligned addresses,
but the dataport messages used to fetch pull constants after that
commit and the ones used to access storage buffers (before and after
the same commit) aren't as permissive with unaligned addresses.
Cc: <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99097
Reported-by: Mark Janes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will let us avoid ifdefs.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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This makes Gen7/7.5 match Gen8-9.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The Vulkan 1.0.33 spec says "allocationSize must be greater than 0".
Reviewed-by: Nanley Chery <[email protected]>
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Doesn't look like this can work on 32bit, just rids of annoying
warning.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Following on from the spirit of commit 011e5570f.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Enabling this debug switch causes surface shrinking to happen by
default, and lowers the surface size limit which causes blorp blits to
be split.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Detect when the surface sizes are too large for a blorp blit. When it
is too large, the blorp blit will be split into a smaller operation
and attempted again.
For gen7, this fixes the cts test:
ES3-CTS.gtf.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_multisampled_to_singlesampled_blit
It will also enable us to increase our renderable size from 8k x 8k to
16k x 16k.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In blorp_copy, when RGB surfaces are copied, we convert the
destination surface to a Red only surface, but 3 times as wide. This
introduces an implicit restriction of "mod 3" for the destination
width.
It is easier to handle the blorp split buffer offsetting with the
original RGB surface, and do the RGB=>R after this.
Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If try_blorp_blit() previously returned that a blit was too large,
shrink_surface_params() will be used to update the surface parameters
for the smaller blit so the blit operation can proceed.
v2:
* Use double instead of float. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We rename do_blorp_blit() to try_blorp_blit(), and add a return error
if the surface size for the blit is too large. Now, do_blorp_blit() is
rewritten to try to split the blit into smaller operations if
try_blorp_blit() fails.
Note: In this commit, try_blorp_blit() will always attempt to blit and
never return an error, which matches the previous behavior. We will
enable the size checking and splitting in a future commit.
The motivation for this splitting is that in some cases when we
flatten an image, it's dimensions grow, and this can then exceed the
programmable hardware limits. An example is w-tiled+MSAA blits.
v2:
* Use double instead of float. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will be useful for splitting blits into smaller sizes.
We also make the coordinates of type double rather than float. Since
we will be splitting and scaling the coordinates, we might require
extra precision in the calculations.
v2:
* Use double instead of float. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Acked-by: Jason Ekstrand <[email protected]>
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We would really like it to be false as that's what you get on hardware that
doesn't have RegisterPoleMode (Sky Lake for example). While we're at it,
we change it to a boolean. This fixes dEQP-VK.synchronization.smoke.events
on Broxton.
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "13.0" <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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This reverts commit 9404439a754e5640ccd98df40fa694835c0d8759. I didn't
intend to push it and it breaks clip and cull distance.
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This moves the nir_lower_indirect_derefs() call into
brw_preprocess_nir() so thats is called by both OpenGL and Vulkan
and removes that call to the old GLSL IR pass
lower_variable_index_to_cond_assign()
We want to do this pass in nir to be able to move loop unrolling
to nir.
There is a increase of 1-3 instructions in a small number of shaders,
and 2 Kerbal Space program shaders that increase by 32 instructions.
Shader-db results BDW:
total instructions in shared programs: 8705873 -> 8706194 (0.00%)
instructions in affected programs: 32515 -> 32836 (0.99%)
helped: 3
HURT: 79
total cycles in shared programs: 74618120 -> 74583476 (-0.05%)
cycles in affected programs: 528104 -> 493460 (-6.56%)
helped: 47
HURT: 37
LOST: 2
GAINED: 0
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This is already supported in genX_state.c, expose the extension string.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In an attempt to fix 3DSTATE_DEPTH_BUFFER for stencil-only cases, I
accidentally kept setting the SurfaceType to 2D in the stencil-only case
thanks to a copy+paste error.
Reviewed-by: Nanley Chery <[email protected]>
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Set the include paths to consider in-tree headers before out-of-tree
headers.
Avoids the build failing due to stale headers being present in
$prefix. Previosuly 'make -ki install' or something similar was required
to update the out-of-tree headers to allow the build to succeed.
Also avoids having to rebuild the entire thing after every 'make
install'.
Cc: Rob Clark <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This one was split across two dwords as "Kernel Start Pointer" and
"Kernel Start Pointer High", which looks like it works when the driver
only accesses "Kernel Start Pointer". This breaks, of course, with BO
offsets > 4G.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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When the state fields where shuffled around for gen8, the compare
function enums were downgraded to just uints. Change them to enum
3D_Compare_Function.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The previous commits got rid of any clashes between #defines and enum
values and we can now emit the genxml enums as debugger friendly C
enums.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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These values were defined both as an enum and as inline values. Remove
the inline values and reference the 3D_Compare_Function enum instead.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This lets us reference enums in the type attribute of a field.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Cleaner this way and we avoid including gen9_pack.h when we compile with
gen8_pack.h. We also avoid the if (cherryview) condition for non-gen8
gens that don't need it.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The batch chain logic only needs the pre-gen8 size of
MI_BATCH_BUFFER_START, which seems like something we can make a special
case for. The other two gen7 references, MI_BATCH_BUFFER_END and
MI_NOOP, are the same on all gens.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We'll need to define them before we can reference them in structs and
instructions. Enums have no dependencies, so move them first in the
file.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This was done some time ago.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Remove duplicate .alphaToOne, add missing .shaderResourceMinLod, and
reorder a few entries to match their vulkan.h order. All the sparse
features are still left out entirely.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This matches what NVIDIA and AMD hardware expose, as well as what Intel
hardware supports.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The 1-D special case doesn't actually apply to depth or HiZ. I discovered
this while converting BLORP over to genxml and ISL. The reason is that the
1-D special case only applies to the new Sky Lake 1-D layout which is only
used for LINEAR 1-D images. For tiled 1-D images, such as depth buffers,
the old gen4 2-D layout is used and the QPitch should be in rows.
Reviewed-by: Nanley Chery <[email protected]>
Cc: "13.0" <[email protected]>
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