| Commit message (Collapse) | Author | Age | Files | Lines |
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See: `commit e82c527f1fc2f8ddc64954ecd06b0de3cea92e93`
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: Marek Olšák <[email protected]>
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The only effect here is a space savings - 822 programs in shader-db
affected with the following overall change:
total bytes used in shared programs : 44154976 -> 44139880 (-0.03%)
Fixes: 641eda0c (nv50/ir: r63 is only 0 if we are using less than 63 registers)
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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This allows us to use the short encoding, and potentially fold
immediates in later on.
total instructions in shared programs : 6379731 -> 6367861 (-0.19%)
total gprs used in shared programs : 728502 -> 728683 (0.02%)
total local used in shared programs : 9904 -> 9904 (0.00%)
total bytes used in shared programs : 44661008 -> 44154976 (-1.13%)
local gpr inst bytes
helped 0 51 7267 20306
hurt 0 232 125 274
Signed-off-by: Ilia Mirkin <[email protected]>
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Operations that take immediates can only encode registers up to 64. This
fixes a shader in a "Powered by Unity" intro.
Signed-off-by: Ilia Mirkin <[email protected]>
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We already semi-did this but the list of uses as unsorted, so it was
unreliable. Sort the uses by bb and serial, and don't unspill for each
instruction in a sequence. (And also don't unspill multiple times for a
single instruction that uses the value in question multiple times.)
This causes a minor reduction in generated instructions for shader-db
(as few programs spill) but more importantly it brings determinism to
each run's output.
On SM10:
total instructions in shared programs : 6387945 -> 6379359 (-0.13%)
total gprs used in shared programs : 728544 -> 728544 (0.00%)
total local used in shared programs : 9904 -> 9904 (0.00%)
local gpr inst bytes
helped 0 0 322 322
hurt 0 0 0 0
Signed-off-by: Ilia Mirkin <[email protected]>
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Fixes: abd326e81b (nv50/ir: propagate indirect loads into instructions)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93300
Signed-off-by: Ilia Mirkin <[email protected]>
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This fixes the fetching of fp64 inputs to the geometry shader,
this fixes the recently posted piglit's
arb_gpu_shader_fp64/execution/gs-fs-vs-double-array.shader_test
arb_vertex_attrib_64bit/execution/gs-fs-vs-attrib-double-array.shader_test
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]> [v1]
Reviewed-by: Eric Anholt <[email protected]> [v1]
v2: Move new rule to Boolean simplification section
Add a a@bool != true simplification
Suggested-by: Neil Roberts <[email protected]>
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To make it match unop().
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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... and allow the "binding" qualifier in ES 3.1 as well.
GLSL ES 3.1 incorporates only a few features from the extension
ARB_shading_language_420pack: the relaxed qualifier ordering
requirements and the binding qualifier.
Cc: "11.1" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These features would not have been enabled with #version 420 otherwise.
Cc: "11.1" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This interaction was missed in the addition of ARB_image_load_store.
Cc: "11.0 11.1" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93266
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We still have several failures in the newly enabled tests in simulation:
sRGB downsampling is done as if it was just linear, stencil blits are not
supported on MSAA either, and derivatives are still not supported
(breaking some MSAA simulation shaders). So, other than sRGB downsampling
quality, things seem to be in good shape.
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The pipe_transfer_map API requires that we do an implicit
downsample/upsample and return a mapping of that.
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This is the core of ARB_texture_multisample. Most of the piglit tests for
GL_ARB_texture_multisample require GL 3.0, but exposing support for this
lets us use the gallium blitter for multisample resolves. We can
sometimes multisample resolve using just the RCL, but that requires that
the blit is 1:1, unflipped, and aligned to tile boundaries.
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This includes GL_SAMPLE_COVERAGE, GL_SAMPLE_ALPHA_TO_ONE, and
GL_SAMPLE_ALPHA_TO_COVAGE.
I haven't implemented a dithering function yet, and gallium doesn't give
me a good chance to do so for GL_SAMPLE_COVERAGE.
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I only stumbled on this while experimenting due to reading about HW-2905.
I don't know if the EZ disable in the Z-clear is actually necessary, but
go with it for now.
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I was thinking this was the only MSAA resolve thing, so it should be noted
separately, but actually load/store general also do MSAA resolve.
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The recent unaligned fix successfully prevented RCL blits that weren't
aligned inside of the surface, but we also want to be able to do RCL blits
for the whole surface when the width or height of the surface aren't
aligned (we don't care what renders inside of the padding).
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I keep typing variants of this while debugging RCL blits for MSAA.
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This was a typo in 3a508a0d94d020d9cd95f8882e9393d83ffac377 that didn't
show up in testcases at that moment.
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I missed this when bringing over the kernel changes.
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This commit pushes makes uniform offsets be terms of bytes starting with
nir_lower_io. They get converted to be in terms of vec4s or floats when we
cram them in the UNIFORM register file but reladdr remains in terms of
bytes all the way down to the point where we lower it to a pull constant
load.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The one and only place where the FS backend allows reladdr is on uniforms.
For locals, inputs, and outputs, we lower it away before the backend ever
sees it. This commit gets rid of the dead indirect handling code.
Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92909
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, the VS_OPCODE_PULL_CONSTANT_LOAD opcode operated on
vec4-aligned byte offsets on Iron Lake and below and worked in terms of
vec4 offsets on Sandy Bridge. On Ivy Bridge, we add a new *LOAD_GEN7
variant which works in terms of vec4s. We're about to change the GEN7
version to work in terms of bytes, so this is a nice unification.
Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It is legal to have a texture view of a single layer from a 2D array texture;
you can sample from it, or render to it. Intel hardware needs to be made aware
when it is using a 2d array surface in the surface state. The texture view is
just a 2d surface with the backing miptree actually being a 2d array surface.
This caused the previous code would not set the right bit in the surface state
since it wasn't considered an array texture.
I spotted this early on in debug but brushed it off because it is clearly not
needed on other platforms (since they all pass). I have no idea how this works
properly on other platforms (I think gen7 introduced the bit in the state, but I
am too lazy to check). As such, I have opted not to modify gen7, though I
believe the current code is wrong there as well.
Thanks to Chris for helping me debug this.
v2: Just use the underlying mt's target type to make the array determination.
This replaces a bug in the first patch which was incorrectly relying only
on non-zero depth (not sure how that had no failures). (Ilia)
Cc: Chris Forbes <[email protected]>
Reported-by: Mark Janes <[email protected]> (Jenkins)
References: https://www.opengl.org/registry/specs/ARB/texture_view.txt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92609
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Cc: "11.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For some reason this has been disabled for integers ever since codegen
was merged, despite there being emission code for IMAD. Seems to work.
Signed-off-by: Ilia Mirkin <[email protected]>
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According to nvdisasm both the immediate and non-imm cases use the same
bits. Both of these flags are quite rarely set though.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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From the 3DSTATE_URB_DS documentation:
"Project: IVB, HSW
If Domain Shader Thread Dispatch is Enabled then the minimum number of
handles that must be allocated is 10 URB entries."
"Project: BDW+
If Domain Shader Thread Dispatch is Enabled then the minimum number of
handles that must be allocated is 34 URB entries."
When the HS is run in SINGLE_PATCH mode (the only mode we support
today), there is no minimum for HS - it's just zero.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For now, this just splits the existing code to disable these stages into
separate atoms/files. We can then replace it with real code.
v2: Bump the render atoms in this patch so it compiles (in my branch,
I'd bumped it in an earlier patch). 61 seems to be the minimum
that works, which doesn't match the old value + the number of atoms
I added in this patch, so apparently we had some slop before.
v3: Actually disable the DS unit on Gen8+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]> [v1]
Reviewed-by: Matt Turner <[email protected]>
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We actually leave the sampler unset for OP_TXF, which caused the GK104+
logic to treat some texel fetches as indirect. While this works, it's
incredibly wasteful. This only happened when the texture was > 0 (since
sampler remained == 0).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Cc: 11.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Fiji: Fixed tiled resource failures
Signed-off-by: Sonny Jiang <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
v2: fix a compile failure (typo) - Marek
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Signed-off-by: Sonny Jiang <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Sonny Jiang <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The workarounds are too hacky to enable them by default
and otherwise MPEG4 doesn't work reliably.
v2: add docs/envvars.html, CC stable and fix typos
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Emil Velikov <[email protected]> (v1)
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
Cc: "11.1.0" <[email protected]>
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v2: actually copy all of it
Signed-off-by: Christian König <[email protected]>
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_mesa_is_array_texture provides the same functionality and:
1. it returns bool instead of GLboolean
2. it's not related to the texture format (texformat.c)
3. the name's a little shorter
v2: remove _mesa_tex_target_is_array instead (Brian Paul)
Reviewed-by: Brian Paul <[email protected]>
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