| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2:
- Remove image_ms_array initialization (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <[email protected]>
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We use *64*_PASSTHRU formats to upload vertex attributes of 64 bits
to avoid conversions. From the BDW PRM, Volume 2d, page 586
(VERTEX_ELEMENT_STATE):
"When SourceElementFormat is set to one of the *64*_PASSTHRU
formats, 64-bit components are stored in the URB without any
conversion. In this case, vertex elements must be written as 128
or 256 bits, with VFCOMP_STORE_0 being used to pad the output
as required. E.g., if R64_PASSTHRU is used to copy a 64-bit Red
component into the URB, Component 1 must be specified as
VFCOMP_STORE_0 (with Components 2,3 set to VFCOMP_NOSTORE)
in order to output a 128-bit vertex element, or Components 1-3 must
be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex
element. Likewise, use of R64G64B64_PASSTHRU requires Component 3
to be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex
element."
v2,v3 (Jason):
- Don't delete unused formats.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Fix indent in radv change
- Add vtn_u64_literal() helper to take 64 bits (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This lets us get validation without having to do it manually.
Reviewed-by: Timothy Arceri <[email protected]>
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It can handle multiple modes at a time now so there's no reason to call
it repeatedly.
Reviewed-by: Timothy Arceri <[email protected]>
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Because border color is handled pre-swizzle, when we move the alpha
channel around in the format, the OPAQUE_BLACK border colors don't work
correctly on B4G4R4A4_UNORM_PACK16 with the hack. This fixes the
following Vulkan CTS tests on Broadwell:
dEQP-VK.pipeline.sampler.view_type.2d_array.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.1d_array.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.2d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.1d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.3d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "13.0" <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "13.0" <[email protected]>
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The specification section 9.4 says :
When an application attempts to create many pipelines in a single
command, it is possible that some subset may fail creation. In that
case, the corresponding entries in the pPipelines output array will
be filled with VK_NULL_HANDLE values. If any pipeline fails
creation (for example, due to out of memory errors), the
vkCreate*Pipelines commands will return an error code. The
implementation will attempt to create all pipelines, and only
return VK_NULL_HANDLE values for those that actually failed.
Fixes :
dEQP-VK.api.object_management.alloc_callback_fail_multiple.graphics_pipeline
dEQP-VK.api.object_management.alloc_callback_fail_multiple.compute_pipeline
v2: C is hard let's go shopping (Lionel)
v3: Remove unnecessary condition in for loops (Lionel)
v4: Document why we return on first failure (Eduardo)
Move i declaration inside for() (Eduardo)
v5: Move array cleanup out of loop (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
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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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