| Commit message (Collapse) | Author | Age | Files | Lines |
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v2 (Ken): Use payload directly instead of retyping it into vec8.
Drop the implied header, it isn't used for gen6+ anyway.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we hardcoded "VS URB Starting Address" to 2 (in 8kB chunks),
which meant VS URB data would start at an offset of 16kB.
However, on Haswell GT3 and Gen8+, we allocate the first 32kB for the
push constant region. This means that the PS push constant and VS URB
data regions overlap, which can lead to corruption.
v2 (Ken): Better description of the change, and do not change vs_size
from 2 to 1.
Cc: [email protected]
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently the size is sizeof(float) times too large. One reserves
GEN6_BLORP_VBO_SIZE many floats whereas GEN6_BLORP_VBO_SIZE stands
for the size of vertex buffer in bytes.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This was part of EXT_gpu_shader4 - as such it should have been supported
by glsl 130.
It was however forgotten, and not added until glsl 430 - with the wrong
syntax no less (glsl 430 mentions it was overlooked).
glsl 440 (but revision 8 only) fixed this finally for good.
At least nvidia supports this with just version glsl version 1.30 as well
(the spec doesn't explicitly say it should be supported retroactively),
so just add this to the other glsl 130 textureOffset functions.
Passes a (hacked) piglit tex-miplevel-selection test (2DArrayShadow
textureOffset -auto) with llvmpipe.
v2: fix up comment (by Ian), add testing to commit message.
Reviewed-by: Dave Airlie <[email protected]>
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Fixes dEQP-GLES31.functional.shaders.multisample_interpolation tests:
- interpolate_at_sample.non_multisample_buffer.sample_n_default_framebuffer
- interpolate_at_sample.non_multisample_buffer.sample_n_singlesample_rbo
- interpolate_at_sample.non_multisample_buffer.sample_n_singlesample_texture
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The coverage mask is not sufficient - in per-sample mode, we also need
to AND with a mask representing the samples being processed by the
current fragment shader invocation.
Fixes 18 dEQP-GLES31.functional.shaders.sample_variables tests:
sample_mask_in.bit_count_per_sample.multisample_{rbo,texture}_{1,2,4,8}
sample_mask_in.bit_count_per_two_samples.multisample_{rbo,texture}_{4,8}
sample_mask_in.bits_unique_per_sample.multisample_{rbo,texture}_{1,2,4,8}
sample_mask_in.bits_unique_per_two_samples.multisample_{rbo,texture}_{4,8}
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The ARB_sample_shading specification says that setting gl_SampleMask
bits to 0 means that the corresponding sample "should be considered
uncovered for the purposes of multisample fragment operations
(Section 4.1.3)."
The OpenGL 4.4 specification, section 17.3.3 ("Multisample Fragment
Operations") specifies:
"No changes to the fragment alpha or coverage values are made at this
step if MULTISAMPLE is disabled, or if the value of SAMPLE_BUFFERS
is not one."
oMask output alters coverage masks and can kill pixels. We need to
disable it in the above case, which conveniently corresponds to
key->multisample_fbo being false.
Khronos bug #12188 also spells this out clearly:
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=12188
Fixes two Piglit tests:
tests/spec/arb_sample_shading/builtin-gl-sample-mask-simple 0
tests/spec/arb_sample_shading/builtin-gl-sample-mask 0
Fixes 21 ES3 conformance tests:
ES31-CTS.sample_variables.mask.rgba8.samples_0.mask_zero
ES31-CTS.sample_variables.mask.rgba8.samples_0.mask_0
ES31-CTS.sample_variables.mask.rgba8.samples_0.mask_1
ES31-CTS.sample_variables.mask.rgba8.samples_0.mask_2
ES31-CTS.sample_variables.mask.rgba8.samples_0.mask_3
ES31-CTS.sample_variables.mask.rgba8.samples_0.mask_7
ES31-CTS.sample_variables.mask.rgba8i.samples_0.mask_zero
ES31-CTS.sample_variables.mask.rgba8i.samples_0.mask_3
ES31-CTS.sample_variables.mask.rgba8i.samples_0.mask_4
ES31-CTS.sample_variables.mask.rgba8i.samples_0.mask_5
ES31-CTS.sample_variables.mask.rgba8i.samples_0.mask_7
ES31-CTS.sample_variables.mask.rgba8ui.samples_0.mask_zero
ES31-CTS.sample_variables.mask.rgba8ui.samples_0.mask_2
ES31-CTS.sample_variables.mask.rgba8ui.samples_0.mask_3
ES31-CTS.sample_variables.mask.rgba8ui.samples_0.mask_4
ES31-CTS.sample_variables.mask.rgba8ui.samples_0.mask_6
ES31-CTS.sample_variables.mask.rgba32f.samples_0.mask_zero
ES31-CTS.sample_variables.mask.rgba32f.samples_0.mask_0
ES31-CTS.sample_variables.mask.rgba32f.samples_0.mask_2
ES31-CTS.sample_variables.mask.rgba32f.samples_0.mask_5
ES31-CTS.sample_variables.mask.rgba32f.samples_0.mask_7
Fixes 9 dEQP-GLES31.functional.shaders.sample_variables tests:
sample_mask.discard_half_per_pixel.default_framebuffer
sample_mask.discard_half_per_pixel.singlesample_rbo
sample_mask.discard_half_per_pixel.singlesample_texture
sample_mask.discard_half_per_sample.default_framebuffer
sample_mask.discard_half_per_sample.singlesample_rbo
sample_mask.discard_half_per_sample.singlesample_texture
sample_mask.discard_half_per_two_samples.default_framebuffer
sample_mask.discard_half_per_two_samples.singlesample_rbo
sample_mask.discard_half_per_two_samples.singlesample_texture
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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I'm going to need a key entry meaning "we have a multisample FBO,
and multisampling is enabled" in an upcoming patch. This is basically
wm_key->compute_sample_id, except that it also checks that the SAMPLE_ID
system value is read.
The only use of wm_key->compute_sample_id is in emit_sampleid_setup(),
which is only called when handling the SAMPLE_ID system value. So we
can just eliminate the check and generalize the field.
v2: Also update the Vulkan driver.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was only used by the old gl_SampleID calculations. The new code
doesn't need to handle 2x specially.
v2: Delete it from the Vulkan driver, too.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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On Gen7+, the thread payload provides the sample ID - we can read it
in two instructions, without any elaborate calculations. We don't even
need a state dependency - this will properly produce zero in the
non-MSAA case. Unfortunately, we need the state flag anyway, so we
may as well continue to use it to produce a single MOV 0 instead of
SHR/AND.
For some reason, the sample ID field is always zero on Gen7/7.5, so
we can't use this yet. However, it works fine on Gen8+. So, land the
code and use it where it's working, and leave a TODO for later.
v2: Fix register types in the comment (caught by Matt Turner!).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This just moves the simple case first.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Some CAPs are stored as 64-bit value while Mesa stores
the related constant as 32-bit value.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Previously, opt_vector_float() always interpreted MOV sources as
floating point, and always created a MOV with a F-type destination.
This meant that we could mess up sequences of integer loads, such as:
mov vgrf6.0.x:D, 0D
mov vgrf6.0.y:D, 1D
mov vgrf6.0.z:D, 2D
mov vgrf6.0.w:D, 3D
Here, integer 0/1/2/3 become approximately 0.0f, so we generated:
mov vgrf6.0:F, [0F, 0F, 0F, 0F]
which is clearly wrong. We can properly handle this by converting
integer values to float (rather than bitcasting), and emitting a type
converting MOV:
mov vgrf6.0:D, [0F, 1F, 2F, 3F]
To do this, see first see if the integer values (converted to float)
are representable. If so, we use a D-type MOV. If not, we then try
the floating point values and an F-type MOV. We make zero not impose
type restrictions. This is important because 0D would imply a D-type
MOV, but is often used in sequences such as MOV 0D, MOV 0x3f800000D,
where we want to use an F-type MOV.
Fixes about 54 dEQP-GLES2 failures with the vec4 VS backend. This
recently became visible due to changes in opt_vector_float() which
made it optimize more cases, but it was a pre-existing bug.
Apparently it also manages to turn more integer loads into VFs,
producing the following shader-db statistics on Haswell:
total instructions in shared programs: 7084195 -> 7082191 (-0.03%)
instructions in affected programs: 246027 -> 244023 (-0.81%)
helped: 1937
total cycles in shared programs: 65669642 -> 65651968 (-0.03%)
cycles in affected programs: 531064 -> 513390 (-3.33%)
helped: 1177
v2: Handle the type of zero better.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We don't handle this properly - we'd have to perform the type conversion
before trying to convert the value to a VF.
While we could do that, it doesn't seem particularly useful - most
vector loads should be consistently typed (all float or all integer).
As a special case, we do allow type-converting MOVs of integer 0, as
it's represented the same regardless of the type. I believe this case
does actually come up.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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After the previous patch, this helper is only called in one place.
So, just fold it back in - there are a lot of parameters here and
not much code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This reworks opt_vector_float() so that there's only one place that
flushes out any accumulated state and emits a VF.
v2: Don't break the sequence for non-representable numbers - just skip
recording their values. Only break it for non-MOVs or register
changes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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This new macro uses a for loop to create an actual code block in which to
place the macro setup code. One advantage of this is that you syntatically
use braces instead of parentheses. Another is that the code in the block
doesn't even get executed if anv_batch_emit_dwords fails.
Acked-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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This is only valid for other atomic operations (including CAS). This
fixes an invalid opcode error from dmesg. While we are it, make sure
to initialize global addr to 0 for other atomic operations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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mcpu=generic doesn't enable sse2, and anvil definitly needs it
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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After some investigation, it seems like that disabling the UNK02C4
command avoid a read fault with texelFetch() from a compute shader.
I have no clue on what this method actually does, but this avoid the
GPU to hang with basic-texelFetch.shader_test without introducing any
compute-related regressions.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Normally, we split uniforms at the end but in Vulkan, we bail because we
don't want pull constants. However, we still need them split because
pack_uniforms relies on it.
I really don't like this patch not because it doesn't work (it does) but
because now that we're using MOV_INDIRECT, uniform numbers and sizes don't
really matter anymore. In the FS backend, uniform splitting and packing is
handled all at once (actual re-assignment of locations happens later) and
we really should do it that way in vec4 eventually as well.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94998
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95001
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This was actually caught by Ken in review the first time around but somehow
didn't get fixed before the patches were pushed. :-(
Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94998
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95001
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We shouldn't be reading the const_index directly
Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94998
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95001
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Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94998
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95001
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