| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This patch also introduces getter and setter for fast clear state
preparing for tracking the state per slice.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Currently the status bits for fast clear include the flag telling
if non-multisampled mcs buffer should be used at all. Once the
state tracking is changed to follow individual levels/layers one
still needs to have the mcs enabling information in the miptree.
Therefore simply split it out to its own boolean.
Possible follow-up work is to combine disable_aux_buffers and
no_ccs into single enum.
v2 (Jason): Changed no_msrt_mcs to no_ccs and updated comment
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Make intel_miptree_resolve_color() take start layer and
layer count.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Upcoming patches will introduce fast clear in level/layer
granularity like the driver does already for depth/hiz. This patch
introduces equivalent full resolve option.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Essentially this moves fast clear state update away from surface
state setup into brw_postdraw_set_buffers_need_resolve() that gets
called just after draw submission.
Calling intel_miptree_used_for_rendering() can be drop for gen6
and earlier as it is no-op.
v2: Rebased on top current master setting the state in
blorp_surf_for_miptree().
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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ARB_shading_language_420pack"
This reverts commit aaa69c79cd584db4d9c6ea7794e93d29f3d54572.
The commit was erroneous because the ast_layout_expression class is
meant to hold a list used for an after check that all the declared
values for a layout-qualifier-name are consistent.
Therefore, the check for the possibility of duplicated values was
previously fixed to happen much sooner, in the GLSL parser and the
merge of layout qualifiers, and the process_qualifier_constant method
only needs to check that the values are consistent.
By now, those layout-qualifier-name represented as a
ast_layout_expression are "max_vertices", "invocations", "vertices",
"local_size_[x|y|z]" and "xfb_stride".
From page 40 (page 46 of the PDF) of the GLSL 1.50 spec:
" All geometry shader output layout declarations in a program must
declare the same layout and same value for max_vertices."
From page 44 (page 50 of the PDF) of the GLSL 4.00 spec:
" If an invocation count is declared, all such declarations must
specify the same count."
From page 47 (page 53 of the PDF) of the GLSL 4.00 spec:
" All tessellation control shader layout declarations in a program
must specify the same output patch vertex count."
From page 60 (page 66 of the PDF) of the GLSL 4.30 spec:
" Also, if such a layout qualifier is declared more than once in the
same shader, all those declarations must set the same set of local
work-group sizes and set them to the same values; otherwise a
compile-time error results. If multiple compute shaders attached
to a single program object declare local work-group size, the
declarations must be identical; otherwise a link-time error
results."
From page 73 (page 79 of the PDF) of the GLSL 4.40 spec:
" While xfb_stride can be declared multiple times for the same
buffer, it is a compile-time or link-time error to have different
values specified for the stride for the same buffer."
Fixes GL44-CTS.enhanced_layouts.xfb_duplicated_stride
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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This reverts commit 4c863993780a11cea6f88fa0682796bee5794042.
The commit was erroneous because the ast_layout_expression class was
created to hold a list of values for a layout-qualifier-name which is
allowed to appear in more than one expression in the same
shader/program but not to hold different values.
In other words, the list is used for an after check that all the
declared values for a layout-qualifier-name are consistent.
Therefore, the values stored must match always, not just for
"max_vertices" or any other eventual layout-qualifier-name.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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After the previous modifications in the merging of the
layout-qualifier-name values, we no longer push the final value in a
declaration to the global values.
This regression happens because we don't call for merging on the
right-most layout qualifier of a declaration which is also the
overriding one in case of multiple appearances.
Now, we add a new method to push these values to the global ones and
we call for this just after all the layout-qualifier collapsing has
happened in a declaration.
This simplifies how this was working in two ways; we make a clear
differentiation of when we are pushing this to the global values since
before it was mixed in the merging call and we only run this once all
the processing for layout-qualifiers in a declaration has happened.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The GLSL parser has been simplified to check for the needed
GL_ARB_shading_language_420pack extension just when merging the
qualifiers in the proper cases.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Since we modified the way in which multiple repetitions of the same
layout-qualifier-name in a single declaration collapse into the
ast_type_qualifier class, we can simplify the
merge_into_[in|out]_qualifier APIs through removing the create_node
parameter.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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layout qualifier
From page 46 (page 52 of the PDF) of the GLSL 4.20 spec:
" More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in multiple
layout qualifiers for the same declaration, the last one overrides
the former ones."
Consider this example:
" #version 150
#extension GL_ARB_shading_language_420pack: enable
layout(max_vertices=2) layout(max_vertices=3) out;
layout(max_vertices=3) out;"
Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.
Hence, when merging qualifiers in an ast_type_qualifier, we now ignore
new appearances of a same layout-qualifier-name if the new
"is_multiple_layouts_merge" parameter is on, since the GLSL parser
works in this case from right to left.
In addition, any special treatment for the buffer, uniform, in or out
layout defaults has been moved in the GLSL parser to the rule
triggered just after any previous processing/merging on the
layout-qualifiers has happened in a single declaration since it was
run too soon previously.
Fixes GL44-CTS.shading_language_420pack.qualifier_override_layout
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Several layout-qualifier validations are duplicated in the
merge_qualifier and validate_in_qualifier methods.
We would rather have them refactored into single calls.
Suggested by Timothy.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The point mode value in an ast_type_qualifier can only be true if the
flag is already set since this layout-id-qualifier can only be or not
be present in a shader.
Hence, it is useless to check for its value if the flag is already
set. Just replaced with an assert.
V2: assert instead of checking for coherence and raising a compilation
error. Suggested by Timothy.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The validation of the default in layout qualifier already assures that
we won't have 2 ast_gs_input_layout objects with different primitive
type values. In fact, the validation already assures that we won't
have 2 ast_gs_input_layout objects in the AST tree at all.
The check for an error in the shader has been replaced by an assert.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The merge into the default in layout qualifier duplicates a lot of
code that can be reused from the generic merge method.
Now, we use the generic merge method inside the specific merge for the
default in layout qualifier. The generic merge method has been
completed with some bits that were only present in the merge for the
default in layout qualifier and the specific validation bits have been
moved to the validation method for the default in layout qualifier.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Currently, the default in layout qualifier merge performs specific
validation and merge.
We want to split out the validation from the merge so they can be done
independently.
Additionally, for simplification, the direction of the validation and
merge is changed so the ast_type_qualifier calling the method is the
one validated and merged against the default in qualifier.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Currently, the default out layout qualifier merge performs specific
validation and merge.
We want to split out the validation from the merge so they can be done
independently.
Additionally, for simplification, the direction of the validation and
merge is changed so the ast_type_qualifier calling the method is the
one validated and merged against the default out qualifier.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Consider this example:
" #version 150 core
#extension GL_ARB_shading_language_420pack: require
#extension GL_ARB_explicit_attrib_location: require
layout(location=0) out vec4 o;
layout(binding=2) layout(binding=3, std140) uniform U {
vec4 a;
} u[2];"
As there is 2 layout-qualifiers for the uniform U and the binding
layout-qualifier-id is duplicated, the rules set by the
ARB_shading_language_420pack spec state that the rightmost should
prevail.
Our ast_type_qualifier merges with others in a way that if the value
for a layout-qualifier-id is set in both, the object being merged
overwrites the value of the object invoking the merge. Hence, the
merge has to happen from the left layout towards the right one and
this was not happening for interface blocks because we were merging
into the default layout qualifier.
Now, the merge is done from left to right and, as a last step, we
merge into the default layout qualifier if needed, so the values of
the explicit layouts prevail over it.
V2: added a default_layout variable instead of a layout_helper and
make the merge directly over the layout one. Suggested by Timothy.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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When a layout contains a duplicated layout-qualifier-name in a single
declaration, only the last occurrence should be taken into account.
From page 59 (page 65 of the PDF) of the GLSL 4.40 spec:
" More than one layout qualifier may appear in a single
declaration. Additionally, the same layout-qualifier-name can
occur multiple times within a layout qualifier or across multiple
layout qualifiers in the same declaration. When the same
layout-qualifier-name occurs multiple times, in a single
declaration, the last occurrence overrides the former
occurrence(s)."
Consider this example:
" #version 150
#extension GL_ARB_enhanced_layouts: enable
layout(max_vertices=2, max_vertices=3) out;
layout(max_vertices=3) out;"
Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.
When merging qualifiers in an ast_type_qualifier, we now simply ignore
new appearances of a same layout-qualifier-name if the
"is_single_layout_merge" parameter is true, this works because the GLSL
parser processes qualifiers from right to left.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Fixes multiple Vulkan CTS tests that combine anisotropy and VK_FILTER_NEAREST
in dEQP-VK.texture.filtering_anisotropy.*
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The commit 8e430ff8b060b4e8e922bae24b3c57837da6ea77 broke support for
LLVM 3.9 and older versions in Clover. This patch restores it and
refactors the support using Clover compatibility layer for LLVM.
v2: merged #ifdef blocks
v3: added support for LLVM 3.6-3.8
v4: add missing #ifdef around <memory>
v5: simplify using templates and lambda
Signed-off-by: Vedran Miletić <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98740
Tested-by[v4]: Pierre Moreau <[email protected]>
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jan Vesely <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Not needed anymore.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The code didn't limit the offsets to the number supplied, so
if we expected 3 but only got 2 we were accessing undefined memory.
This fixes random failures in:
dEQP-VK.glsl.texture_functions.texelfetchoffset.sampler2darray_*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is an specific list of texture targets that can be used with
glGetTextureImage. From OpenGL 4.5 spec, section '8.11 Texture Queries',
page 234 of the PDF:
"An INVALID_ENUM error is generated if the effective target is
not one of TEXTURE_1D , TEXTURE_2D , TEXTURE_3D , TEXTURE_1D_-
ARRAY , TEXTURE_2D_ARRAY , TEXTURE_CUBE_MAP_ARRAY , TEXTURE_-
RECTANGLE , one of the targets from table 8.19 (for GetTexImage
and GetnTexImage only), or TEXTURE_CUBE_MAP (for GetTextureImage
only)."
We are currently not validating the target for glGetTextureImage. As
an example, calling this function on a texture with target
GL_TEXTURE_2D_MULTISAMPLE should return INVALID_ENUM, but instead it
hits an assertion down the road in the i965 driver.
Reviewed-by: Nicolai Hähnle <[email protected]>
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_mesa_lookup_texture_err() is not currently checking that the
texture-id can be zero, but _mesa_HashLookup() doesn't expect the key
to be zero, and will fail an assertion.
Considering that _mesa_lookup_texture_err() is called from
_mesa_GetTextureImage and _mesa_GetTextureSubImage with user provided
arguments, we must validate the texture-id before looking it up in the
hash-table.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This patch deletes those fragment shaders in util_blitter_destroy().
Reviewed-by: Brian Paul <[email protected]>
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This fixes rendering in Dolphin on Vulkan since we enabled clip
distances. (Dolphin on GL has a similar bug because the linker
fails to eliminate unused clip distance built-in arrays, but it
isn't using SSO...so that needs more fixing.)
Also fixes a Piglit test:
spec/glsl-1.50/execution/geometry.clip-distance-vs-gs-out-sso
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Emmanuel Gil Peyrot <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Apparently the hw wedges otherwise, as mentioned in i965 comments.
Reported-by: Emmanuel Gil Peyrot <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Currently clears only operate on the 0th array index (ignoring surface
layout parameters). Instead normalize to take a RTAI like all the
load/store tile logic does, and use ComputeSurfaceAddress to properly
take the surface state's lod/array index into account.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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The non-fast-clear path was never updated after clear colors were passed
in as floats. Remove the now-harmful conversion from unorm8.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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When switching render target array indexes (as might happen in a GS, or
in a future change, with layered clears), if the previous state is
HOTTILE_CLEAR, we should actually clear the tile before saving it off.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Commit 6d416bcd846a49414f210cd761789156c37a7b3e (i965: Use arrays in
Gen7+ URB code.) introduced a regression which caused us to fail to
allocate all of our URB space.
- total_wants -= ds_wants;
+ total_wants -= additional;
The new line should have been total_wants -= wants[i].
Fixes a large performance regression in TessMark.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98815
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Gen6-7.5 specify the user clip distance enable bitmask in 3DSTATE_CLIP.
Gen8+ normally uses the new internal signalling mechanism to select the
one specified in the last enabled shader stage (3DSTATE_VS, DS, or GS).
This is a pretty good fit for Vulkan, or even newer GL, where the
bitmask comes entirely from the shader. But with glClipPlane(),
this is dynamic state, and we have to listen to _NEW_TRASNFORM.
Clip plane enables are the only reason the VS/DS/GS atoms need to
listen to _NEW_TRANSFORM. 3DSTATE_CLIP already has to listen to it
in order to support ARB_clip_control settings.
Setting the "Use the 3DSTATE_CLIP bitmask" force enable bit allows
us to drop _NEW_TRANSFORM from all the shader stage atoms, so we can
re-emit them less often.
Improves performance of OglBatch7 (version 6) by 2.70773% +/- 0.491257%
(n = 38) at 1024x768 on Cherryview.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This fixes:
dEQP-VK.api.copy_and_blit.blit_image.simple_tests.mirror*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is just a cleanup before I rework this code to fix mirrored
blits.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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The driver already supports this extension in practice.
Reviewed-by: Dave Airlie <[email protected]>
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radv_tex_wrap() already supports VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE,
so all that's needed is to advertise support for the extension.
Reviewed-by: Dave Airlie <[email protected]>
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Ported from radeonsi.
Note that si_make_texture_descriptor() already sets img7 to the mask
value referred to in the comment.
Reviewed-by: Dave Airlie <[email protected]>
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We can't render to 8x MSAA if the width is greater than 64 bits. (see
brw_render_target_supported)
Fixes ES31-CTS.sample_variables.mask.rgba32f.samples_8.mask_*
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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64-bit host
Avoids two warnings.
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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64-bit host
Avoids three warnings.
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Driver should enumerate only up-to min2(num_available, num_requested)
properties and return VK_INCOMPLETE if the # of requested props is
smaller than the ones available.
Presently we assert out in such cases.
Inspired by a similar fix for RADV.
v2: Use MIN2 + typed_memcpy (Jason).
Should fix: dEQP-VK.api.info.device.extensions
Cc: "13.0" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Use PRM citation for SKL now that it is available
- Also return false for gen < 8 mipmapped/arrayed
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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instead of in intel_miptree_init_mcs(). For lossless compression
the status is immediately overwritten in
intel_miptree_alloc_non_msrt_mcs() while the status for
non-compressed non-msaa miptrees is explicitly set in
do_blorp_clear().
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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