| Commit message (Collapse) | Author | Age | Files | Lines |
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With just the right sequence of per-vertex commands and state changes,
it's possible for this assertion to fail (such as with viewperf11's
lightwave-06-1 test). Instead of asserting, return 0 so that the
caller knows the VBO is full and needs to be flushed.
Reviewed-by: Charmaine Lee <[email protected]>
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I wonder if the craziness was worth it.
Reviewed-by: Brian Paul <[email protected]>
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We initialized Target, but not TargetIndex.
This is required since 7d7dd1871174905dfdd3ca874a09d9.
v2: do it in the right place. Noticed by Brian Paul.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92645
Reviewed-by: Brian Paul <[email protected]>
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The variable is already of type src_reg. creating a new instance only to
destroy it seems unnecessary.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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There is only one function that can be called, which is well known at
compilation time.
The abstraction used here seems unnecessary, so let's use a direct call
to brw_stage_prog_data_free() when appropriate, cut down the size of
struct brw_cache.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The maximum number of active variables for shader storage blocks should
take into account the specific rules for shader storage blocks, i.e. for
an active shader storage block member declared as an array, an entry
will be generated only for the first array element, regardless of its type.
Fixes 3 dEQP-GLES31.functional.* tests:
dEQP-GLES31.functional.program_interface_query.shader_storage_block.active_variables.named_block
dEQP-GLES31.functional.program_interface_query.shader_storage_block.active_variables.unnamed_block
dEQP-GLES31.functional.program_interface_query.shader_storage_block.active_variables.block_array
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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From OpenGL ES 3.1 specification, section 10.5:
"DrawArraysIndirect requires that all data sourced for the
command, including the DrawArraysIndirectCommand
structure, be in buffer objects, and may not be called when
the default vertex array object is bound."
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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OpenGL ES 3.1 specification, section 10.5:
"An INVALID_OPERATION error is generated if
transform feedback is active and not paused."
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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From OpenGL 4.4 specification, section 10.4 and
Open GL Es 3.1 section 10.5:
"An INVALID_VALUE error is generated if indirect is not a multiple
of the size, in basic machine units, of uint."
However, the current code follow the ARB_draw_indirect:
https://www.opengl.org/registry/specs/ARB/draw_indirect.txt
"INVALID_OPERATION is generated by DrawArraysIndirect and
DrawElementsIndirect if commands source data beyond the end
of a buffer object or if <indirect> is not word aligned."
V2: After discussions on the list, it was suggested to
only keep the INVALID_VALUE error.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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From ARB_program_query_interface spec:
"uint GetProgramResourceIndex(uint program, enum programInterface,
const char *name);
[...]
If <name> exactly matches the name string of one of the active resources
for <programInterface>, the index of the matched resource is returned.
Additionally, if <name> would exactly match the name string of an active
resource if "[0]" were appended to <name>, the index of the matched
resource is returned. [...]"
"A string provided to GetProgramResourceLocation or
GetProgramResourceLocationIndex is considered to match an active variable
if:
[...]
* if the string identifies the base name of an active array, where the
string would exactly match the name of the variable if the suffix
"[0]" were appended to the string;
[...]
"
Fixes the following two dEQP-GLES31 tests:
dEQP-GLES31.functional.program_interface_query.shader_storage_block.resource_list.block_array
dEQP-GLES31.functional.program_interface_query.shader_storage_block.resource_list.block_array_single_element
v2:
- Add AoA support (Timothy)
- Apply it too for GetUniformLocation(), GetUniformName() and others
because ARB_program_interface_query says that they are equivalent
to GetProgramResourceLocation() and GetProgramResourceName() (Tapani)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Trivial.
Signed-off-by: Ian Romanick <[email protected]>
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Previously we could create a renderbuffer with format
MESA_FORMAT_R8G8B8A8_UNORM, convert that renderbuffer to an EGLImage,
then FAIL to convert the EGLImage back to a renderbuffer because
reasons. Just use the same check in
intel_image_target_renderbuffer_storage that brw_render_target_supported
uses.
There are more checks in brw_render_target_supported, but I don't think
they are necessary here. A different approach would be to refactor
brw_render_target_supported to take rb->Format and rb->NumSamples as
parameters (instead of a gl_renderbuffer) and use the new function here.
Fixes:
ES2-CTS.gtf.GL2ExtensionTests.egl_image.egl_image
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92476
Cc: "10.3 10.4 10.5 10.6 11.0" <[email protected]>
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This is more optimal as it means we no longer have to upload the same set
of ABO surfaces to all stages in the program.
This also fixes a bug where since commit c0cd5b var->data.binding was
being used as a replacement for atomic buffer index, but they don't have
to be the same value they just happened to end up the same when binding is 0.
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Cc: Alejandro Piñeiro <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90175
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Patch adds additional check to make sure we don't return locations for
structures or arrays of structures.
From page 79 of the OpenGL 4.2 spec:
"A valid name cannot be a structure, an array of structures, or any
portion of a single vector or a matrix."
v2: use without-array() to simplify code (Timothy)
No Piglit or CTS regressions observed.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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It doesn't modify it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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I left the function to obtain the revision because it is, and will continue to
be useful in the future. I'd rather not have to dig it up every time we need it.
Comments left at the implementation to say as much.
This was accidentally left here when I moved the early platform support:
commit 28ed1e08e8ba98ebd4ff0b56326372f0df9c73ad
Author: Ben Widawsky <[email protected]>
Date: Fri Aug 7 13:58:37 2015 -0700
i965/skl: Remove early platform support
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Out of 7063 shaders from my shader-db:
- 6564 (93%) shaders don't have any state parameters.
- 347 (5%) shaders have 1 state parameter for WPOS lowering.
- The remaining 2% have more state parameters, usually matrices.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
Write groups of enabled components together.
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Now that we don't read each component one-by-one, we don't need the
temoprary vgrf for the offset. More importantly, this register was type
UD while the nir source was type D. This broke copy propagation and left
a redundant MOV in the generated code.
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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The scalar destination registers break copy propagation. Instead compute
the results to a regular register and then reference a component when we
later use the result as a source.
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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The emit_untyped_read and emit_untyped_write helpers already uniformize
the surface index argument. No need to do it before calling them.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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SHADER_OPCODE_FIND_LIVE_CHANNEL
The destination for SHADER_OPCODE_FIND_LIVE_CHANNEL is always a UD
register. When we replace the opcode with a MOV, make sure we use a UD
immediate 0 so copy propagation doesn't bail because of non-matching
types.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Instead of looping through single-component reads, read all components
in one go.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We always set the mask to 0xffff, which is what it defaults to when no
header is present. Let's drop the header instead.
v2: Only remove header for untyped reads. Typed reads always need the
header.
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Commit f17b78 added an alternative reads_flag(channel) that returned
if the instruction was reading a specific channel flag. By mistake it
only took into account the predicate, but when the opcode is
VS_OPCODE_UNPACK_FLAGS_SIMD4X2 there isn't any predicate, but the flag
are used.
That mistake caused some regressions on old hw. More information on
this bug:
https://bugs.freedesktop.org/show_bug.cgi?id=92621
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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The st_RasterPos() function goes to great pains to implement the
rasterpos transformation. It basically uses gallium's draw module to
execute the vertex shader to draw a point, then capture that point's
attributes.
But glRasterPos isn't typically used with a vertex shader so we can
usually use the old/fixed-function implementation which is a lot simpler
and faster.
This can add up for legacy apps that make a lot of calls to glRasterPos.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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We'll remove it from the tnl module next. By lifting this code into core
Mesa we can use it from the gallium state tracker.
Reviewed-by: Roland Scheidegger <[email protected]>
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Instead of calling memcpy() 'n' times, we can do it all at once since
the source and dest regions are all contiguous.
Reviewed-by: Matt Turner <[email protected]>
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v2: externalize pred_ctrl_align16 from brw_disasm.c instead of adding
a copy on brw_vec4.c, as suggested by Matt Turner
Reviewed-by: Matt Turner <[email protected]>
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tests
The complete way to do this would be parse INTEL_DEBUG and
print the output if DEBUG_VS (or a new one) is present
(see intel_debug.c).
But that seems like an overkill for the unit tests, that
after all, the most common use case is being run when
calling make check.
v2: use the same idea for the fs counterpart too, as suggested by
Matt Turner
Reviewed-by: Matt Turner <[email protected]>
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This include the same tests coming from test_fs_cmod_propagation, (non
vector glsl types included) plus some new with vec4 types, inspired on
the regressions found while the optimization was a work in progress.
Additionally, the check of number of instructions after the
optimization was changed from EXPECT_EQ to ASSERT_EQ. This was done to
avoid a crash on failing tests that expected no optimization, as after
checking the number of instructions, there were some checks related to
this last instruction opcode/conditional mod.
v2: update tests after Matt Turner's review of the optimization pass
v3: tweaks on the tests (mostly on the comments), after Matt Turner's
review
Reviewed-by: Matt Turner <[email protected]>
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vec4 port of fs_cmod_propagation.
Shader-db results (no vec4 grepping):
total instructions in shared programs: 6240413 -> 6235841 (-0.07%)
instructions in affected programs: 401933 -> 397361 (-1.14%)
total loops in shared programs: 1979 -> 1979 (0.00%)
helped: 2265
HURT: 0
v2: remove extra space and combine two if blocks, as suggested by
Matt Turner
v3: add condition check to bail out if current inst and inst being
scanned has different writemask, as pointed by Matt Turner
v3: updated shader-db numbers
v4: remove block from foreach_inst_in_block_*_starting_from after
commit 801f151917fedb13c5c6e96281a18d833dd6901f
Reviewed-by: Matt Turner <[email protected]>
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vec4_live_variables tracks now each flag channel independently, so
vec4_dead_code_eliminate can update the writemask of null registers,
based on which component are alive at the moment. This would allow
vec4_cmod_propagation to optimize out several movs involving null
registers.
v2: added support to track each flag channel independently at vec4
live_variables, as v1 assumed that it was already doing it, as
pointed by Francisco Jerez
v3: general cleaningn after Matt Turner's review
Reviewed-by: Matt Turner <[email protected]>
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v2: changed comment, as suggested by Matt Turner
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Gen8+ lifted the register region restriction that an instruction whose
destination spans two registers must have sources that also span two
registers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The AND and SHR produce a scalar value that we had been replicating
across $dispatch_width channels. The immediate MOV produces only four
useful channels of data.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Not a functional difference, but register is loaded with a signed
immediate (V) and added to a signed type (D) producing a signed result
(D).
Also change the type of g0 to allow for compaction.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We implement textureQueryLevels (which takes no arguments, save the
sampler) using the resinfo message (which takes an argument of LOD).
Without initializing it, we'd generate a MOV from the null register to
load the LOD argument.
Essentially the same logic applies to texture. A vertex shader cannot
compute derivatives and so cannot produce an LOD, so TXL with an LOD of
0.0 is used.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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An untyped surface read is volatile because it might be affected by a
write.
In the ES31-CTS.compute_shader.resources-max test, two back to back
read/modify/writes of an SSBO variable looked something like this:
r1 = untyped_surface_read(ssbo_float)
r2 = r1 + 1
untyped_surface_write(ssbo_float, r2)
r3 = untyped_surface_read(ssbo_float)
r4 = r3 + 1
untyped_surface_write(ssbo_float, r4)
And after CSE, we had:
r1 = untyped_surface_read(ssbo_float)
r2 = r1 + 1
untyped_surface_write(ssbo_float, r2)
r4 = r1 + 1
untyped_surface_write(ssbo_float, r4)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: remove useless source_stencil_to_render_target (Ken)
Squash in the actual packing function, which also got to
v2:
Move the definition of the OPCODE outside of FB_WRITE opcodes (Matt)
Reorder the regioning to be in VWH order (Matt)
Don't retype src in the backend, just assert instead (Matt)
Rename the debug prints to something better (Matt)
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Gen9 adds the ability to write out a stencil value, so we need to expand the
virtual payload by one. Abstracting this now makes that change easier to read.
I was admittedly confused early on about some of the hardcoding. If people
believe the resulting code is inferior, I am not super attached to the patch.
v2:
Remove explicit numbering from the enumeration (Matt).
Use a real naming scheme, and reference it in the opcode definition (Curro)
Add a missed hardcoded logical position in get_lowered_simd_width (Ben)
Add an assertion to make sure the component numbering is correct (Ben)
Cc: Matt Turner <[email protected]>
Cc: Francisco Jerez <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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