| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
intel_miptree_resolve_color().
This will allow optimizing out the cache flush in some cases when
resolving wasn't necessary.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
This gets the non-coherent framebuffer fetch path hooked up to the NIR
front-end.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This gets rid of the duplication of logic between nir_setup_outputs()
and get_frag_output() by allocating fragment output temporaries lazily
whenever get_frag_output() is called. This makes nir_setup_outputs()
a no-op for the fragment shader stage.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The problem with the current approach is that driver output locations
are represented as a linear offset within the nir_outputs array, which
makes it rather difficult for the back-end to figure out what color
output and index some nir_intrinsic_load/store_output was meant for,
because the offset of a given output within the nir_output array is
dependent on the type and size of all previously allocated outputs.
Instead this defines the driver location of an output to be the pair
formed by its GLSL-assigned location and index (I've borrowed the
bitfield macros from brw_defines.h in order to represent the pair of
integers as a single scalar value that can be assigned to
nir_variable_data::driver_location). nir_assign_var_locations is no
longer useful for fragment outputs.
Because fragment outputs are now allocated independently rather than
within the nir_outputs array, the get_frag_output() helper becomes
necessary in order to obtain the right temporary register for a given
location-index pair.
The type_size helper passed to nir_lower_io is now type_size_dvec4
rather than type_size_vec4_times_4 so that output array offsets are
provided in terms of whole array elements rather than in terms of
scalar components (dvec4 is the largest vector type supported by the
GLSL so this will cause all individual fragment outputs to have a size
of one regardless of the type).
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Most likely we had only ever used this macro on bitfields of less than
31 bits -- That's going to change shortly.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
I'm about to change how fragment shader output locations are
represented, so the generic nir_intrinsic_store_output implementation
that assumes that outputs are just contiguous elements in the big
nir_outputs array won't work anymore. This somewhat simplified
implementation of nir_intrinsic_store_output for fragment shaders
should be functionally equivalent to the current fall-back one.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
v2: Memoize sample ID, misc codestyle changes. (Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This will be required for the next commit since the non-coherent path
makes use of the fragment coordinates implicitly, so they need to be
calculated.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The result of a framebuffer fetch from a multisample FBO is inherently
per-sample, so the spec requires at least those sections of the shader
that depend on the framebuffer fetch result to be executed once per
sample.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Unfortunately due to the inconsistent meaning of some surface state
structure fields, we cannot re-use the same binding table entries for
sampling from and rendering into the same set of render buffers, so we
need to allocate a separate binding table block specifically for
render target reads if the non-coherent path is in use.
The slight noise is due to the change of
brw_assign_common_binding_table_offsets to return the next available
binding table index rather than void.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some of the following changes in this series are specific to the
non-coherent path, so I need some way to tell whether the coherent or
non-coherent path is in use. The flag defaults to the value of the
gl_extensions::MESA_shader_framebuffer_fetch enable so that it can be
overridden easily on hardware that supports both framebuffer fetch
extensions in order to test the non-coherent path, like:
MESA_EXTENSION_OVERRIDE=-GL_EXT_shader_framebuffer_fetch
(Of course trying to force-enable the coherent framebuffer fetch
extension on hardware without native support won't work and lead to
assertion failures).
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This boolean flag was being used for two different things:
- To set the brw_wm_prog_data::dual_src_blend flag. Instead we can
just set it based on whether the dual_src_output register is valid,
which will be the case if the shader writes the secondary blending
color.
- To decide whether to call emit_single_fb_write() once, or in a loop
that would iterate only once, which seems pretty useless.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This requires emitting a series of copies at the top of the program
from each output variable to the corresponding temporary. The initial
copy can be skipped for non-framebuffer fetch outputs whose initial
value is undefined, and the final copy needs to be skipped for
read-only outputs (i.e. gl_LastFragData), since it would be illegal to
emit a store output intrinsic for it.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The NIR representation of framebuffer fetch is the same as the GLSL
IR's until interface variables are lowered away, at which point it
will be translated to load output intrinsics. The GLSL-to-NIR pass
just needs to copy the bits over to the NIR program.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Based vaguely on a patch by jonasarrow on github.
|
|
|
|
|
|
|
| |
We need the source to be in r0-r3, so make a new register class for it.
It will be up to the surrounding passes to make sure that the r0-r3
allocation of its source won't conflict with anything other class
requirements on that temp.
|
|
|
|
| |
Extracted from a patch by jonasarrow on github.
|
|
|
|
|
| |
Extracted and fixed up from a patch by jonasarrow on github. This ended
up not getting used for ddx/ddy, but seems like it might still be useful.
|
|
|
|
| |
We need MUL rotates to do ddx/ddy support.
|
| |
|
|
|
|
| |
Caught problems in the upcoming DDX/DDY implementation.
|
|
|
|
|
| |
This will be used in the ddx/ddy support for "Am I the top half?" or "Am I
the left half?" checks.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Respect intel_miptree_slice::x_offset,y_offset and
intel_mipmap_tree::offset. All three may be non-zero when glReadPixels
is called on an EGLImage created from the non-base slice of a miptree.
Patch 2/2 that fixes test
'dEQP-EGL.functional.image.create.gles2_cubemap_*'.
Reported-by: Haixia Shi <[email protected]>
Diagnosed-by: Haixia Shi <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
Change-Id: I4b397b27e55a743a7094d29fb0a6a4b6b34352b0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When glEGLImageTargetRenderbufferStorageOES() was given an EGLImage
created from the non-base slice of a miptree,
intel_image_target_renderbuffer_storage() forgot to apply the intra-tile
offsets __DRIimage::tile_x,tile_y to the miptree layout.
This patch fixes the problem with a quick hack suitable for
cherry-picking. A proper fix requires more thorough plumbing in
intel_miptree_create_layout() and brw_tex_layout().
Patch 1/2 that fixes test
'dEQP-EGL.functional.image.create.gles2_cubemap_*'.
Reported-by: Haixia Shi <[email protected]>
Diagnosed-by: Haixia Shi <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
Change-Id: I8a64b0048a1ee9e714ebb3f33fffd8334036450b
|
|
|
|
|
|
|
|
|
|
| |
This pulls isl and genxml into a single make file so that they can properly
build in parallel. This isn't terribly important now as genxml just
generates sources which happens serially first anyway but it will be more
important as we add more stuff to src/intel.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The tests assumed that isl would be in the include path but that usually
isn't the case. Instead, we usually have src/intel and you need to add an
"isl/" prefix.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
If the surface has a layout of GEN4_2D then we need to compute a normal 2D
alignment and not use the magic linewar 1D alignment.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The Sky Lake 1D layout is only used if the surface is linear. For tiled
surfaces such as depth and stencil the old gen4 2D layout is used.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In some programs, we can have very deep dominance trees and the recursion
can cause us to risk stack overflows. Instead, we replace the recursion
with a pair of loops, one at the start and one at the end. This is
functionally equivalent to what we had before and it's actually a bit
easier to read in the new form without the recursion.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Prior to this commit rename_variables_block() is recursively called,
performing a depth-first traversal of the control flow graph. The
function uses a non-trivial amount of stack space for local variables,
which puts us in danger of smashing the stack, given a sufficiently deep
dominance tree.
XCOM: Enemy Within contains a shader with such a dominance tree (1574
nir_blocks in total, depth of at least 143).
Jason tells me that he believes that any walk over the nir_blocks that
respects dominance is sufficient (a DFS might have been necessary prior
to the introduction of nir_phi_builder).
In fact, the introduction of nir_phi_builder made the problem worse:
rename_variables_block(), walks to the bottom of the dominance tree
before calling nir_phi_builder_value_get_block_def() which walks back to
the top of the dominance tree...
In any case, this patch ensures we avoid that problem as well.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225
Reviewed-by: Connor Abbott <[email protected]>
|
|
|
|
|
|
| |
It crashes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97413
|
|
|
|
|
|
|
| |
We can take advantage of the fact that multi_fence does the obvious thing
with NULL fences.
This fixes unflushed fences that can get stuck due to empty IBs.
|
|
|
|
|
|
|
|
|
|
|
|
| |
When generating mipmaps for sRGB textures, force both decode and encode,
so the filtering is done in linear colorspace, regardless of settings.
Fixes a WebGL conformance test in Chrome:
https://www.khronos.org/registry/webgl/sdk/tests/conformance2/textures/misc/tex-srgb-mipmap.html?webglVersion=2
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97322
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some front buffer rendering was in the wrong position. This included
scissored clears, glDrawPixels and glCopyPixels. The problem was the
y coordinate passed to putImage() didn't match the y coordinate passed
to getImage().
We fix this by setting xrb->map_y to the inverted coordinate in
swrast_map_renderbuffer() which is used later by the putImage() call.
Also pass xrb->map_y to getImage() to be symmetric.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97426
Cc: <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Cc: 12.0 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
radeonsi needs to do some operations (DCC decompression) for OpenGL-OpenCL
interop and this is the only way to make it coherent with the current
context. It can optionally be set to NULL.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Broken since: 3190c7ee9727161d627f107c2e7f8ec3a11941c1
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97285
Tested-by: Edmondo Tommasina <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Always use 3 buffers when flipping. With only 2 buffers, we have to wait
for a flip to complete (which takes non-0 time even with asynchronous
flips) before we can start working on the next frame. We were previously
only using 2 buffers for flipping if the X server supports asynchronous
flips, even when we're not using asynchronous flips. This could result
in bad performance (the referenced bug report is an extreme case, where
the inter-frame stalls were preventing the GPU from reaching its maximum
clocks).
I couldn't measure any performance boost using 4 buffers with flipping.
Performance actually seemed to go down slightly, but that might have
been just noise.
Without flipping, a single back buffer is enough for swap interval 0,
but we need to use 2 back buffers when the swap interval is non-0,
otherwise we have to wait for the swap interval to pass before we can
start working on the next frame. This condition was previously reversed.
Cc: "12.0 11.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97260
Reviewed-by: Frank Binns <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The pipeline layout affects shader compilation because it is what
determines binding table locations as well as whether or not a particular
buffer has dynamic offsets. Since this affects the generated shader, it
needs to be in the hash. This fixes a bunch of CTS tests now that the CTS
is using a pipeline cache.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Cc: "12.0" <[email protected]>
|
|
|
|
|
|
|
|
| |
This option makes installed Vulkan ICD files contain only a driver library
name and not a path. This is intended for distros to help them work around
multi-arch issues.
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This would cause gl_FragStencilRef to be counted as a color output
incorrectly during the precompile phase, which leads to unnecessary
recompilation on master and could trigger an assertion failure in
fs_visitor::emit_fb_writes() on my i965-fb-fetch branch.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This is the set of shader outputs whose initial value is provided to
the shader by some external means when the shader is executed, rather
than computed by the shader itself.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
Since they cannot be written. This prevents adding fragment outputs
to the OutputsWritten set that are only read from via the
gl_LastFragData array but never written to.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
gl_LastFragData overlaps gl_FragData by definition.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
qualifier.
v2: No need to check the GLSL version. (Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Apparently this pass can only handle elimination of a single built-in
fragment output array, so the presence of gl_LastFragData (which it
wouldn't split correctly anyway) could prevent it from splitting the
actual gl_FragData array. Just match gl_FragData by name since it's
the only built-in it can handle.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The EXT_shader_framebuffer_fetch extension defines alternative
language for GLES2 shaders where user-defined fragment outputs are not
allowed. Instead of using inout user-defined fragment outputs the
shader is expected to read from the gl_LastFragData built-in array.
In addition this allows using the same language on desktop GLSL
versions prior to 4.2 that support the deprecated gl_FragData built-in
in preparation for the MESA_shader_framebuffer_fetch desktop GL
extension.
Both legacy and user-defined inout outputs have a common
representation at the GLSL IR level, so it shouldn't make any
difference for optimization passes and back-ends whether the
application is using gl_LastFragData or user-defined outputs, all
they'll see is a variable dereference of a fragment output at a
certain interface location with the fb_fetch_output bit set to one.
v2: Don't define the built-in variable on GLSL versions for which
gl_FragData exists but is deprecated. (Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
According to the EXT_shader_framebuffer_fetch extension the inout
qualifier can be used on ESSL 3.0+ shaders to declare a special kind
of fragment output that gets implicitly initialized with the previous
framebuffer contents at the current fragment coordinates. In addition
we allow using the same language to define FB fetch outputs in GLSL
1.3+ shaders in preparation for the desktop MESA_shader_framebuffer_fetch
extensions.
Reviewed-by: Kenneth Graunke <[email protected]>
|