| Commit message (Collapse) | Author | Age | Files | Lines |
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This has been wrong since the initial import of the i965 driver.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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I've checked with piglit and one tests fails, but it fails
on evergreen as well, so will get fixed later.
Otherwise SB seems to be working fine for geom shaders on my
rv635.
Signed-off-by: Dave Airlie <[email protected]>
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We really weren't taking advantage of vec4_generator being a class.
By adding a "p" parameter to the helper methods, and "prog_data" to
ones which need binding table information, we can convert everything
to static functions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The public API for the generator is brw_vec4_generate_code(); nobody
actually needs to use the class. This means we can extend it without
triggering the recompiles associated with altering brw_vec4.h.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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vec4_generator is a class for convenience, but only exports a single
method as its public API. It makes much more sense to just export a
single function.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch makes the visitor convert registers to the HW_REG file at the
very end, after register allocation, post-RA scheduling, and dependency
control flagging. After that, everything is in fixed brw_regs.
This simplifies the code generator, as it can just use the hardware
registers rather than having to interpret our abstract files. In
particular, interpreting the UNIFORM file meant reading prog_data
to figure out where push constants are supposed to start.
Having the part of the code that performs register allocation also
translate everything to hardware registers seems sensible.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Some constants (like 1.0 and 0.5) could be inlined as immediate inputs
without using their literal value. The r600_bytecode_special_constants()
function emulates the negative of these constants by using NEG modifier.
However some shaders define -1.0 constant and want to use it as 1.0.
They do so by using ABS modifier. But r600_bytecode_special_constants()
set NEG in addition to ABS. Since NEG modifier have priority over ABS one,
we get -|1.0| as result, instead of |1.0|.
The patch simply prevents the additional switching of NEG when ABS is set.
[According to Ivan Kalvachev, this bug was fond via
https://github.com/iXit/Mesa-3D/issues/126 and
https://github.com/iXit/Mesa-3D/issues/127]
Signed-off-by: Ivan Kalvachev <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
CC: <[email protected]>
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Without the clamping by NumLevels, the state tracker would reallocate the
texture storage (incorrect) and even fail to copy the base level image
after reallocation, leading to the graphical glitch of
https://bugs.freedesktop.org/show_bug.cgi?id=91993 .
A piglit test has been submitted for review as well (subtest of
arb_texture_storage-texture-storage).
v2: also bypass all calls to st_finalize_texture (suggested by Marek Olšák)
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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In OpenGL ES, the COMPRESSED_TEXTURE_FORMATS query returns the set of
supported specific compressed formats. Since ASTC formats fit within
that category, include them in the set and update the
NUM_COMPRESSED_TEXTURE_FORMATS query as well.
This enables GLES2-based ASTC dEQP tests to run. See the Bugzilla for
more info.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92193
Reported-by: Tapani Pälli <[email protected]>
Suggested-by: Ian Romanick <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In agreement with the extension spec and commit
dd0eb004874645135b9aaac3ebbd0aaf274079ea, filter FXT1 formats to the
desktop GL profiles. Now we no longer advertise such formats as supported
in an ES context and then throw an INVALID_ENUM error when the client
tries to use such formats with CompressedTexImage2D.
Fixes the following 26 dEQP tests:
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_neg_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_neg_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_neg_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_pos_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_pos_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_pos_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_size
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_level_max_cube_pos
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_level_max_tex2d
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_level_cube
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_level_tex2d
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_neg_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_neg_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_neg_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_pos_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_pos_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_pos_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_tex2d
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_neg_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_neg_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_neg_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_pos_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_pos_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_pos_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_tex2d
v2. Use _mesa_is_desktop_gl() (Ilia, Ian)
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
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This allows to monitor those performance metrics through
GL_AMD_performance_monitor.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Not sure if this is actually reachable in practice (to have a complex
copy with MS textures).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This makes sure that user is still able to query properties about
variables that have gotten removed by opt_dead_builtin_varyings pass.
Fixes following OpenGL ES 3.1 test:
ES31-CTS.program_interface_query.output-layout
No Piglit regressions.
v2: cleanup, drop extra parenthesis (Topi)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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This is required to store information about fragdata arrays, currently
these variables get lost and cannot be retrieved later in sensible way
for program interface queries. List will be utilized by next patch.
Patch also modifies opt_dead_builtin_varyings pass to build list when
lowering fragdata arrays. This is identical approach as taken with
packed varyings pass.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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From ARB_program_interface_query:
"For the property of BUFFER_DATA_SIZE, then the implementation-dependent
minimum total buffer object size, in basic machine units, required to hold
all active variables associated with an active uniform block, shader
storage block, or atomic counter buffer is written to <params>. If the
final member of an active shader storage block is array with no declared
size, the minimum buffer size is computed assuming the array was declared
as an array with one element."
Fixes the following dEQP-GLES31 tests:
dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.named_block
dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.unnamed_block
dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.block_array
v2:
- Fix comment's indentation and explain that the parser already
checked that unsized array is in last element of a shader
storage block (Iago).
- Add assert (Iago).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Normally, we could read gl_Layer from bits 26:16 of R0.0. However, the
specification requires that bogus out-of-range 32-bit values written by
previous stages need to appear in the fragment shader as-written.
Instead, we pass in the full 32-bit value from the VUE header as an
extra flat-shaded varying. We have the SF override the value to 0
when the previous stage didn't actually write a value (it's actually
defined to return 0).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Traditionally, we've hardcoded "URB Entry Read Offset" to 1 (which
represents 2 vec4 varying slots) to skip over the 8 DWord VUE header.
In order to support ARB_fragment_layer_viewport, we'll need to read
from that header. This patch adds the basic plumbing necessary to
calculate a value dynamically and hook it up in the SBE packets.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Integer varyings need to be flat qualified - all others were already.
I think we just missed this. Presumably some hardware passes this via
sideband and ignores attribute interpolation, so no one has noticed.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Commit 268008f98c3810b9f276df985dc93efc0c49f33e changed unused VUE map
slots to be initialized with BRW_VARYING_SLOT_PAD, not COUNT. I missed
updating this. It also means that commit message was wrong, as some
code *did* rely slots being initialized to COUNT.
This may fix a bug with SSO programs with > 16 FS input varyings.
I think we probably just emitted extra pointless code, but probably
didn't break anything. We might also just have no tests for that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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I changed this from COUNT to PAD in commit 268008f98c3810b9f276df985dc93ef.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Avoid deferring building shaders until draw time, should hopefully
reduce any stuttering, as well as enable shader-db style analysis.
Signed-off-by: Ilia Mirkin <[email protected]>
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Unfortunately flatshading is an all-or-nothing proposition on nvc0,
while GL 3.0 calls for the ability to selectively specify explicit
interpolation parameters on gl_Color/gl_SecondaryColor which would
override the flatshading setting. This allows us to fix up the
interpolation settings after shader generation based on rasterizer
settings.
While we're at it, we can add support for dynamically forcing all
(non-flat) shader inputs to be interpolated per-sample, which allows
st/mesa to not generate variants for these.
Fixes the remaining failing glsl-1.30/execution/interpolation piglits.
Signed-off-by: Ilia Mirkin <[email protected]>
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This was introduced in GLSL IR after NIR development had branched.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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nir_intrinsic_load_patch_vertices_in corresponds to gl_PatchVerticesIn,
a special input in both the TCS and TES stages.
nir_intrinsic_load_tess_coord corresponds to gl_TessCoord, a special
tessellation evaluation shader input.
nir_intrinsic_load_tess_level_outer/inner correspond to the
gl_TessLevelOuter[] and gl_TessLevelInner[] evaluation shader inputs,
which we treat as system values because they're stored specially.
(These intrinsics are only for the TES - the TCS uses output variables.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Consider the case of two nearly identical GLSL fragment shaders:
out vec4 color;
void main() { color = vec4(1); }
and
layout(early_fragment_tests) in;
out vec4 color;
void main() { color = vec4(1); }
These shaders compile to the exact same assembly, but have distinct
values for brw_wm_prog_data::early_fragment_tests.
Since these are two independent GLSL shaders, they have different
program keys - notably, brw_wm_prog_key::program_string_id differs.
When uploading the second, brw_upload_cache will find an existing copy
of the assembly in the cache BO, which means matching_data will be
non-NULL. Although we create a second cache item (with the new key
and prog_data), we set item->offset to the existing copy and avoid
re-uploading duplicate assembly.
However, brw_search_cache() would only flag BRW_NEW_*_PROG_DATA if
item->offset differed from the supplied offset. With reuse, both
programs have the same offset, but prog_data changed. We have to
flag it, but failed to.
To fix this, we simply need to check if the aux (prog_data) pointer
changed. If either the assembly or the prog_data differs, flag it.
This fixes a regression since 1bba29ed403e735ba0bf04ed8aa2e571884f,
where Topi fixed brw_upload_cache() to actually reuse identical
assembly. Prior to that, reuse basically never happened due to bugs.
Unfortunately, this code apparently wasn't prepared to handle reuse!
Fixes GPU hangs in Dolphin on Broadwell.
Huge thanks to Pierre Bourdon and Ilia Mirkin for debugging this
and helping track down the real issue.
Cc: "11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92623
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Pierre Bourdon <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=92705
v2.1: use Linker::Flags::None instead of 0 and emplace_back()
Signed-off-by: Laurent Carlier <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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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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For ARB_copy_image.
Reviewed-by: Brian Paul <[email protected]>
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which is where a block in src maps to a pixel in dst and vice versa.
e.g. DXT1 <-> R32G32_UINT
DXT5 <-> R32G32B32A32_UINT
Reviewed-by: Michel Dänzer <[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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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[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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dcc_size is sufficient and doesn't need a further comment in my opinion.
Reviewed-by: Nicolai Hähnle <[email protected]>
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For debugging, bug reports, etc.
This is not in the radeonsi directory, but it is about radeonsi.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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