| Commit message (Collapse) | Author | Age | Files | Lines |
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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The diff looks like it moves code that I didn't touch.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Starting with a6xx, half and full precision registers conflict. Which
makes things a bit more efficient, ie. if some parts of the shader are
heavy on half-precision and others on full precision, you don't have to
allocate the worst case for both. But it means we need to setup some
additional conflicts.
Signed-off-by: Rob Clark <[email protected]>
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Collapse is_temp() into it's only callsite, and pass compiler object as
struct rather than void. Just cleanups to reduce noise in next patch.
Signed-off-by: Rob Clark <[email protected]>
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We originally did this because at the time we didn't know all the
bitfields to configure where various frag shader sysval's went. But
we do.
So switch to using sysvals for all the frag shader inputs.
Signed-off-by: Rob Clark <[email protected]>
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This way, unused sysval inputs, like frag_vcoord, get the correct regid
value to disable the input.
Signed-off-by: Rob Clark <[email protected]>
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create_input()/create_input_compmask() should take the ctx as arg,
rather than block, to enforce that all inputs are created in the first
block, so that RA sees them as live at the start of the shader.
Signed-off-by: Rob Clark <[email protected]>
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Make it more clear that this is varying fetch related. Also fixup some
comments. Just cleanup for next patches.
Signed-off-by: Rob Clark <[email protected]>
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Used internally in freedreno/ir3 for the vec2 value that hw passes to
shader to use as coordinate for bary.f (varying fetch) instruction.
This is not the same as SYSTEM_VALUE_FRAG_COORD.
Signed-off-by: Rob Clark <[email protected]>
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Move it from the compile ctx to the compiler object, before adding
new things for a6xx.
Signed-off-by: Rob Clark <[email protected]>
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Behavior wrt firstInstance got changed, and a divisor of 0 has been
disallowed.
The new version of the ext got published in specification 1.1.81.
Sending to stable since the only known user is DXVK, which needs
this for correctness.
Reviewed-by: Samuel Pitoiset <[email protected]>
CC: 18.2 <[email protected]>
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Follow radeonsi.
Fixes: 3665f66ef26 "radv: Add support for ETC2 textures."
Reviewed-by: Samuel Pitoiset <[email protected]>
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CC: <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
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Following patches will be doing further cleanup after calling
fd_context_destroy() so it is easier if we move the free() into
the per-gen backend code.
Signed-off-by: Rob Clark <[email protected]>
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this patch brings a number of changes to ir2:
-ir2 now generates CF clauses as necessary during assembly. this simplifies
fd2_program/fd2_compiler and is necessary to implement optimization passes
-ir2 now has separate vector/scalar instructions. this will make it easier
to implementing scheduling of scalar+vector instructions together. dst_reg
is also now seperate from src registers instead of a single list
-ir2 now implements register allocation. this makes it possible to compile
shaders which have more than 64 TGSI registers
-ir2 now implements the following optimizations: removal of IN/OUT MOV
instructions generated by TGSI and removal of unused instructions when
some exports are disabled
-ir2 now allows full 8-bit index for constants
-ir2_alloc no longer allocates 4 times too many bytes
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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In environments where we cannot cache, e.g. Android (no homedir),
ChromeOS (readonly rootfs) or sandboxes (cannot open cache), the
startup cost of creating a device in radv is rather high, due
to compiling all possible built-in pipelines up front. This meant
depending on the CPU a 1-4 sec cost of creating a Device.
For CTS this cost is unacceptable, and likely for starting random
apps too.
So if there is no cache, with this patch radv will compile shaders
on demand. Once there is a cache from the first run, even if
incomplete, the driver knows that it can likely write the cache
and precompiles everything.
Note that I did not switch the buffer and itob/btoi compute pipelines
to on-demand, since you cannot really do anything in Vulkan without
them and there are only a few.
This reduces the CTS runtime for the no caches scenario on my
threadripper from 32 minutes to 8 minutes.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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While at it, share the exemplars and account for a non-occurring
fs key.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Tomeu Vizoso <[email protected]>
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From AppVeyor #8582, it seems that MSVC doesn't like uint, so this
patch replaces it with unsigned.
Reviewed-by: Roland Scheidegger <[email protected]>
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This is clearly a copy-paste error; if we validate the reladdr2-pointer,
we don't want to traverse to the reladdr-pointer. Especially since the
check above shows that reladdr could be NULL here.
Noticed by Coverity.
CID: 1438389, 1438390
Fixes: 568bda2f2d3 ("mesa/st/glsl_to_tgsi: Split arrays whose elements are only accessed directly")
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Gert Wollny <[email protected]>
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Instead of using the copy of shader_info stored in gl_program, it now
uses the one in nir_shader. This is needed for SPIR-V because the
info.tess.tcs_vertices_out is filled in via _mesa_spirv_to_nir which
happens much later than with a GLSL shader. The copy of shader_data in
gl_program is only updated later via brw_shader_gather_info but that
is too late.
For GLSL this shouldn't create any problems because the nir copy of
the shader_info is immediately copied from the gl_program in
glsl_to_nir.
v2: updated after commit "i965: Combine both gl_PatchVerticesIn
lowering passes." (488972) (Alejandro Piñeiro)
Reviewed-by: Timothy Arceri <[email protected]>
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The value is copied from the gl_program. If we don’t do this then it
will get reset back to zero in brw_shader_gather_info. This isn’t a
problem for GLSL because in that case the nir_shader is initialised
with a copy of the shader_info from the gl_program.
Reviewed-by: Timothy Arceri <[email protected]>
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This is the same we do for vulkan drivers
This is needed to pass the following CTS test:
KHR-GL45.gl_spirv.spirv_modules_shader_binary_multiple_shader_objects_test
Reviewed-by: Timothy Arceri <[email protected]>
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input locations used by input attributes are not handled in the same
way in OpenGL vs Vulkan. There is a detailed explanation of such
differences on the following commit:
c2acf97fcc9b32eaa9778771282758e5652a8ad4
So with this commit, the same adjustment that is done after
glsl_to_nir, is being done after spirv_to_nir, when it is used on
OpenGL (ARB_gl_spirv).
Reviewed-by: Timothy Arceri <[email protected]>
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As we plan to reuse it for ARB_gl_spirv implementation.
Reviewed-by: Timothy Arceri <[email protected]>
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After commit "nir: Use derefs in nir_lower_samplers"
(75286c2d083cdbdfb202a93349e567df0441d5f7) assumes one deref for both
the texture and the sampler. However there are cases (on OpenGL, using
ARB_gl_spirv) where SPIR-V is not providing a sampler, like for
texture query levels ops. Although we could make spirv_to_nir to
provide a sampler deref for those cases, it is not really needed, and
wrong from the Vulkan point of view.
This patch fixes the following (borrowed) tests run on SPIR-V mode:
arb_compute_shader/execution/basic-texelFetch.shader_test
arb_gpu_shader5/execution/sampler_array_indexing/fs-simple-texture-size.shader_test
arb_texture_query_levels/execution/fs-baselevel.shader_test
arb_texture_query_levels/execution/fs-maxlevel.shader_test
arb_texture_query_levels/execution/fs-miptree.shader_test
arb_texture_query_levels/execution/fs-nomips.shader_test
arb_texture_query_levels/execution/vs-baselevel.shader_test
arb_texture_query_levels/execution/vs-maxlevel.shader_test
arb_texture_query_levels/execution/vs-miptree.shader_test
arb_texture_query_levels/execution/vs-nomips.shader_test
glsl-1.30/execution/fs-textureSize-compare.shader_test
v2: merge lower_tex_src_to_offset and calc_sampler_offsets together,
update texture/sampler index and texture_array_size directly on
lower_tex_src_to_offset (Jason)
v3: clarify one comment (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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So they are not exposed through the introspection API.
It is worth to note that the number of hidden uniforms of GLSL linking
vs SPIR-V linking would be somewhat different due the differen order
of the nir lowerings/optimizations.
For example: gl_FbWposYTransform. This is introduced as part of
nir_lower_wpos_ytransform. On GLSL that is executed after the IR-based
linking. So that means that on GLSL the UniformStorage will not
include this uniform. With the SPIR-V linking, that uniform is already
present, but marked as hidden. So it will be included on the
UniformStorage, but as hidden.
One alternative would create a special how_declared for that case, but
seemed an overkill. Using hidden should be ok as far as it is used
properly.
Reviewed-by: Timothy Arceri <[email protected]>
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Equivalent to the already existing how_declared at GLSL IR. The only
difference is that we are not adding all the declaration_type
available on GLSL, only the one that we will use on the short term. We
would add more mode if needed on the future.
Reviewed-by: Timothy Arceri <[email protected]>
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GLSL has gl_VertexID which is supposed to be non-zero-based.
SPIR-V has both VertexIndex and VertexId builtins whose meanings are
defined by the APIs.
Vulkan defines VertexIndex as being non-zero-based. In Vulkan VertexId
and InstanceId have no meaning and are pretty much just reserved for
OpenGL at this point.
GL_ARB_spirv removes VertexIndex and defines VertexId to be the same
as gl_VertexId (which is also non-zero-based).
Previously in Mesa it was treating VertexIndex as non-zero-based and
VertexId as zero-based, so it was breaking for GL. This behaviour was
apparently based on Khronos bug 14255. However that bug doesn’t seem
to have made a final decision for VertexId.
Assuming there really is no other definition for VertexId for Vulkan
it seems better to just make them both have the same value.
v2: update comment and commit descriptions, based on Jason Ekstrand
explanation of the meaning/rationale behind all those builtins
(Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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info.gs.output_primitive was already being filled. Not sure why this
is not needed on Vulkan, but we found to be needed for
ARB_gl_spirv. Specifically, this is needed to get the following test
passing:
KHR-GL45.gl_spirv.spirv_validation_builtin_variable_decorations_test
Reviewed-by: Timothy Arceri <[email protected]>
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