| Commit message (Collapse) | Author | Age | Files | Lines |
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This is the last step of fixing
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb_unsigned_int_2_10_10_10_rev
for radeonsi.
Reviewed-by: Marek Olšák <[email protected]>
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The EXT_texture_type_2_10_10_10_REV (ES only) states the following issue:
"1. Should textures specified with this type be renderable?
UNRESOLVED: No. A separate extension could provide this functionality."
This partially fixes
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.{rgb,rgba}_unsigned_int_2_10_10_10_rev
Reviewed-by: Marek Olšák <[email protected]>
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ES requires it. This is a partial fix for
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb_unsigned_int_2_10_10_10_rev
Reviewed-by: Marek Olšák <[email protected]>
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It leads to surprising states with integer inputs and outputs on
vertex processing stages (e.g. geometry stages). Instead, rely on the
driver to choose smooth interpolation by default.
We still allow varyings to match when one stage declares it as smooth
and the other declares it without interpolation qualifiers.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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We can start reading the URB at the first offset that contains varyings
that are actually read in the URB. We still need to make sure that we
read at least one varying to honor hardware requirements.
This helps alleviate a problem introduced with 99df02ca26f61 for
separate shader objects: without separate shader objects we assign
locations sequentially, however, since that commit we have changed the
method for SSO so that the VUE slot assigned depends on the number of
builtin slots plus the location assigned to the varying. This fixed
layout is intended to help SSO programs by avoiding on-the-fly recompiles
when swapping out shaders, however, it also means that if a varying uses
a large location number close to the maximum allowed by the SF/FS units
(31), then the offset introduced by the number of builtin slots can push
the location outside the range and trigger an assertion.
This problem is affecting at least the following CTS tests for
enhanced layouts:
KHR-GL45.enhanced_layouts.varying_array_components
KHR-GL45.enhanced_layouts.varying_array_locations
KHR-GL45.enhanced_layouts.varying_components
KHR-GL45.enhanced_layouts.varying_locations
which use SSO and the the location layout qualifier to select such
location numbers explicitly.
This change helps these tests because for SSO we always have to include
things such as VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is
very unlikely to read them, so by doing this we free builtin slots from
the fixed VUE layout and we avoid the tests to crash in this scenario.
Of course, this is not a proper fix, we'd still run into problems if someone
tries to use an explicit max location and read gl_ViewportIndex, gl_LayerID or
gl_CullDistancein in the FS, but that would be a much less common bug and we
can probably wait to see if anyone actually runs into that situation in a real
world scenario before making the decision that more aggresive changes are
required to support this without reverting 99df02ca26f61.
v2:
- Add a debug message when we skip clip distances (Ilia)
- we also need to account for this when we compute the urb setup
for the fragment shader stage, so add a compiler util to compute
the first slot that we need to read from the URB instead of
replicating the logic in both places.
v3:
- Make the util more generic so it can account for all unused slots
at the beginning of the URB, that will make it more useful (Ken).
- Drop the debug message, it was not what Ilia was asking for.
Suggested-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Overriding the default (no-op) swizzle is clearly counter-productive,
since the whole point is putting the destination register as one of
the source operands so that it remains unmodified when the assignment
condition is false.
Fragment depth and stencil outputs are a special case due to how their
source swizzles are manipulated in translate_src when compiling to
TGSI.
Fixes dEQP-GLES2.functional.shaders.conditionals.if.*_vertex
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Found by address sanitizer.
The loop here tries to be safe, but in doing so, it ends up doing
exactly the wrong thing: the safe foreach is for when the loop
variable (inst) could be deleted and nothing else. However, this
particular can delete inst's successor, but not inst itself.
Fixes: 8c6a0ebaad72 ("st/mesa: add st fp64 support (v7.1)")
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This way, when NIR_PASS_V makes a clone of the shader (for testing
nir_clone), the new and lowered version gets re-assigned to prog->nir.
[[email protected]: Tested NIR_TEST_CLONE=1 with valgrind]
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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[[email protected]: Tested NIR_TEST_CLONE=1 with valgrind]
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The way NIR_PASS works (and, by extension, nir_optimize) is that they
may clone the shader and throw the old one away. (We use this for
testing nir_clone.) It's better if we just make a temporary variable,
use it for everything, and re-assign to the gl_program at the end.
[[email protected]: Tested NIR_TEST_CLONE=1 with valgrind]
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Cc: 17.1 17.2 <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We have been exposing only 16 since 1e3e72e3054de with arguments
based on register pressure and the number of available GRFs, however,
our scalar backend will always limit the number of push registers
for GS threads to 24 and fallback to pull model for anything else,
so there is really no reason to lower the number under those arguments.
By bumping this up to 32 we make it the same as all the other stages,
which is a nice feature to have that can help applications in some
cases (I recently fixed a bug in CTS that assumed that the number
of input locations in a stage matches the number of output locations
in the previous stage for example).
Pre-gen8, we use the vector backend and push model, so in that case
the arguments in 1e3e72e3054de are still valid.
v2: check if we have scalar GS instead of the hw gen to enable this (Ken).
Reviewed-by: Kenneth Graunke <[email protected]>
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This makes it easier to loop over programs.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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For now linking is just removing unused varyings between stages.
shader-db results BDW:
total instructions in shared programs: 13198288 -> 13191693 (-0.05%)
instructions in affected programs: 48325 -> 41730 (-13.65%)
helped: 473
HURT: 0
total cycles in shared programs: 541184926 -> 541159260 (-0.00%)
cycles in affected programs: 213238 -> 187572 (-12.04%)
helped: 435
HURT: 8
V2:
- lower indirects on demoted inputs as well as outputs.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow us to insert a nir linking step in brw_link_shader().
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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This will help us call gather info at a later point and allow us
to do some linking in nir.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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do_flush_locked isn't a great name - especially given that there's no
locking going on in our code relating to execbuf.
Reviewed-by: Chris Wilson <[email protected]>
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We have a nice utility function for this, which eliminates the need for
locking stuff. This isn't really performance critical, but it's less
code to use the atomic.
p_atomic_inc_return does pre-increment rather than post-increment, so we
change screen->program_id to be initialized to 0 instead of 1. At which
point, we can just delete the initialization because intel_screen is
rzalloc'd.
Reviewed-by: Chris Wilson <[email protected]>
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There's no real advantage or disadvantage here, it's just for stylistic
consistency with the rest of the codebase.
Reviewed-by: Chris Wilson <[email protected]>
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These have been unused for a while now.
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If transform feedback is recording a varying, it needs a slot in the
VUE map, regardless of whether or not the shader writes it.
Together with the previous patch, this fixes:
- KHR-GL45.enhanced_layouts.xfb_capture_struct
The test captures a structure where the vertex shader writes the first
and third members - but the second still needs a slot.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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unify_interfaces() only updates the NIR program info, not the copy
in the gl_program itself. So, by using the old copy, we were missing
out on these updates.
The TCS/TES ones already did this correctly.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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brw_finish_batch emits commands needed at the end of every batch buffer,
including any workarounds. In the past, we freed up some "reserved"
batch space before calling it, so we would never have to flush during
it. This was error prone and easy to screw up, so I deleted it a while
back in favor of growing the batch.
There were two problems:
1. We're in the middle of flushing, so brw->no_batch_wrap is guaranteed
not to be set. Using BEGIN_BATCH() to emit commands would cause a
recursive flush rather than growing the buffer as intended.
2. We already recorded the throttling batch before growing, which
replaces brw->batch.bo with a different (larger) buffer. So growing
would break throttling.
These are easily remedied by shuffling some code around and whacking
brw->no_batch_wrap in brw_finish_batch(). This also now includes the
final workarounds in the batch usage statistics. Found by inspection.
Fixes: 2c46a67b4138631217141f (i965: Delete BATCH_RESERVED handling.)
Reviewed-by: Chris Wilson <[email protected]>
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This is, by definition, finishing the batch.
Reviewed-by: Chris Wilson <[email protected]>
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Fixes quite a few 'texwrap [12]d border color only' tests on NV20
(10de:0201). All told, 40 more tests pass.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian RomanicK <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Tested-by: Ian RomanicK <[email protected]>
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v2: Force T and R wrap modes to GL_CLAMP_TO_EDGE for 1D textures.
This fixes a regression in tex1d-2dborder. The test uses a 1D texture
but it provides S and T texture coordinates. Since the T wrap mode
would (correctly) be set to GL_CLAMP, the texture would gradually
blend (incorrectly) with the border color.
I also tried setting NV20_3D_TEX_FORMAT_DIMS_1D instead of
NV20_3D_TEX_FORMAT_DIMS_2D for 1D textures, but that did not help.
It is possible that the same problem exists for 2D textures with the
R-wrap mode, but I don't think there are any piglit tests for that.
No test changes on NV20 (10de:0201).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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This is already done for other programs stages, fixes a leak when using
compute programs.
Signed-off-by: Tapani Pälli <[email protected]>
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102844
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes: 9ac8fece63a9 (glsl: Unify ir_constant::const_elements and ::components)
Reviewed-by: Dylan Baker <[email protected]
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Some DRI image properties weren't properly duplicated in the
new image. Some properties are still missing, but I'm not
certain if there was a good reason to let them out in the first
place.
Signed-off-by: Louis-Francis Ratté-Boulianne <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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There was no reason to treat array types and record types differently.
Unifying them saves a bunch of code and saves a few bytes in every
ir_constant.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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The next patch will unify ::array_elements and ::components, so the
name ::array_elements wouldn't be appropriate. A lot of things use
the names array_elements and components, so grepping for either is
pretty useless.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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This reverts commit e97f4b748094466567c7f3bad1a02ecee13db9c8.
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I originally wrote the code to call the maps 'batch' and 'state',
until I remembered that 'batch' is the intel_batchbuffer struct pointer.
The NULL check was still using the wrong variable.
Caught by Coverity.
CID: 1418109
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The setTexBuffer2 hook from GLX is used to implement glxBindTexImageEXT
which has tighter restrictions than just "it's shared". In particular,
it says that any rendering to the image while it is bound causes the
contents to become undefined. This means that we can do whatever aux
tracking we want between glxBindTexImageEXT and glxReleaseTexImageEXT so
long as we always transition from external in Bind and to external in
Release.
The fact that we were using make_shareable before was a problem because
it would resolve away 100% of the aux data and then throw away our
reference to the aux buffer. If the aux data was shared with some other
application (i.e. if we're using I915_FORMAT_MOD_Y_TILED_CCS) then we
would forget that the aux data even existed for the rest of eternity.
This is fine for the first frame but any subsequent calls to
glxBindTexImageEXT would bind the texture as if it has no aux
whatsoever and no resolves would happen and texturing would happen as if
there is no aux. This was causing rendering corruption in mutter when
running on top of X11 with modifiers.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The old code made a new miptree that referenced the same BO as the
renderbuffer and just trusted in the memory aliasing to work. There are
only two ways in which the new miptree is liable to differ from the one
in the renderbuffer and neither of them matter:
1) It may have a different target. The only targets that we can ever
see in intelSetTexBuffer2 are GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
and the difference between the two doesn't matter as far as the
miptree is concerned; genX(update_sampler_state) only looks at the
gl_texture_object and not the miptree when determining whether or
not to use normalized coordinates.
2) It may have a very slightly different format. Again, this doesn't
matter because we've supported texture views for quite some time so
we always look at the gl_texture_object format instead of the
miptree format for hardware setup anyway.
On the other hand, because we were recreating the miptree, we were using
intel_miptree_create_for_bo which doesn't understand modifiers. We
really want this function to work without doing a resolve so long as you
have modifiers so we need to fix that.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When we get a miptree in through glxBindImageEXT, we don't know the
current aux state so we have to assume the worst-case. If the image
gets recreated, everything is fine because miptreecreate_for_dri_image
sets it to the default. However, if our miptree is recycled, then we
may have stale aux_usage and we need to reset to the default otherwise
our aux_state tracking will get messed up.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This shouldn't really happen in practice, but I hit it a couple of times
when running a driver with a bad memory leak. We may as well hook up
the warning, because if it ever triggers, we'll know something is wrong.
Reviewed-by: Chris Wilson <[email protected]>
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We'll want to pass this to brw_bo_map in a moment.
Reviewed-by: Chris Wilson <[email protected]>
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To be able to properly distinguish between GL_ANY_SAMPLES_PASSED
and GL_ANY_SAMPLES_PASSED_CONSERVATIVE.
This patch goes through all drivers, having them treat the two
query types identically, except:
1. radeon incorrectly enabled conservative mode on
PIPE_QUERY_OCCLUSION_PREDICATE. We now do it correctly, only
on PIPE_QUERY_OCCLUSION_PREDICATE_CONSERVATIVE.
2. st/mesa uses the new query type.
Fixes dEQP-GLES31.functional.fbo.no_attachments.*
Reviewed-by: Marek Olšák <[email protected]>
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It can't *really* happen since we don't use subroutines.
CID: 1417491
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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Fixes a regression introduced with b96313c0e1289b296d7, which removed
BRW_NEW_BLORP for a bunch of SURFACE_STATE setup code, including render
targets, on the basis that blorp invalidates binding tables but not
surface states, however, at least on Broadwell, this caused a regression
in a CTS test, which Ken and Jason tracked down to the fact that we
are not uploading new render target surface states after allocating
new CCS_D surfaces for fast clears (which allocation is deferred until
an actual clear occurs).
The reason this only fails in BDW is that on SKL+ we use CCS_E which
is allocated up front so it exists in the initial surface state, the
problem can be reproduced in these platforms too if we use
INTEL_DEBUG=norcb to force the CCS_D path.
This patch, together with the ones preceding it, fixes the regression
by ensuring that we track and flag as dirty all aux state changes.
Credit goes to Jason and Ken for figuring out the reason for the
regression.
Fixes:
KHR-GL45.transform_feedback.draw_xfb_test
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: rename intel_miptree_set_clear_value to intel_miptree_set_clear_color
(Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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We want to use this flag to signal changes to the aux surfaces,
so let's not make it about fast clearing only. Suggested by Jason.
Reviewed-by: Jason Ekstrand <[email protected]>
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Jason and I use this for debugging all the time. Recompiling the driver
to enable it is kind of annoying. It's a great thing to try along with
always_flush_batch=true and always_flush_cache=true to detect a class of
problems - namely, atoms listening to an insufficient set of dirty bits.
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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