| Commit message (Collapse) | Author | Age | Files | Lines |
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This throws the switch to enable GL 3.3 and GLSL 330.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This moves the value from the GS shader to the copy shader so the registers
are setup correctly.
fixes tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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attempt to calculate a better value for array size to avoid breaking apps.
v2: use 0xfff like streamout, suggested by Grigori
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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cayman has a different end of program bit, so do that properly.
fixes hangs with geom shader tests on cayman.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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set the correct values so the misc out register is setup correctly
for the copy shader.
This also updates the state for the gs copy shader so the hw
gets programmed correctly.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just makes r600 and evergreen do what the radeonsi codepaths do
for layered rendering. This makes the 2d amd_vertex_shader_layer test
pass on evergreen.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just adds support for emitting the proper value in the VS out misc.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just enables the workarounds we have for vertex/pixel shaders
for geom shaders as well.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This selects the cut value depending on the shader selected.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This follows what fglrx does, it unpacks the input we are
going to indirect into a bunch of registers and indirects
inside them.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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We need to be able to write to the ring using a base register
for when we emit vertices in a loop, in theory the SB compiler
could collapse these indirect writes to direct writes if the
register value is constant and known, but that is outside my
pay grade.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Vadim's code derived it from the info.mode, but it needs
to be takes from the geometry shader output primitive.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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The instance cnt register was missing for a few kernels,
with a new enough kernel we can output it.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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only enable prim id if gs uses it
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This enables streamout with GS in the mix, from the
VS dma shader.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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this fixes a bunch of the geom shader built-in tests
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Trivial fix to Vadim's code.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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As we do for vertex and pixel shaders.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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If the shader has no CF clauses at all emit an nop
If the last instruction is an ENDLOOP add a NOP for the LOOP to go to
if the last instruction is CALL_FS add a NOP
These fix a bunch of hangs in the geometry shader tests.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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SB needs fixes for three GS instructions it seems to raise
them outside loops etc despite my best efforts.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Although we don't use SB on geom shaders, the VS copy shader will use it
so we might as well implement MEM_RING support in sb.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This can happen in normal operation, so don't report an error on it,
just continue.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This is Vadim's initial work with a few regression fixes squashed in.
v2: (airlied)
fix regression in glsl-max-varyings - need to use vs and ps_dirty
fix regression in shader exports from rebasing.
whitespace fixing.
v2.1: squash fix assert
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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[airlied: fix dropped streamout line - fix for master]
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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It looks like we need these for geom shaders in the future.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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v2: fix regression on r600 NOP instructions.
Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For geometry shaders we need to call this code from a second place.
Just move it out for now to keep future patches cleaner.
Reviewed-by: Alex Deucher <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This can be derived from the shader caps.
All GPUs from ATI/AMD, NVIDIA, and INTEL have separate texture slots
for each shader stage.
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GL_EXT_cull_vertex was removed back in 2010 in commit 02984e3536
but these bits still lingered.
Reviewed-by: Eric Anholt <[email protected]>
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From the GLSL 4.40 spec, section 6.4 (Jumps):
The continue jump is used only in loops. It skips the remainder of
the body of the inner most loop of which it is inside. For while
and do-while loops, this jump is to the next evaluation of the
loop condition-expression from which the loop continues as
previously defined.
Previously, we incorrectly treated a "continue" statement as jumping
to the top of a do-while loop.
This patch fixes the problem by replicating the loop condition when
converting the "continue" statement to IR. (We already do a similar
thing in "for" loops, to ensure that "continue" causes the loop
expression to be executed).
Fixes piglit tests:
- glsl-fs-continue-inside-do-while.shader_test
- glsl-vs-continue-inside-do-while.shader_test
- glsl-fs-continue-in-switch-in-do-while.shader_test
- glsl-vs-continue-in-switch-in-do-while.shader_test
Cc: [email protected]
Acked-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In addition to making it public, we also need to change its first
argument from an ir_loop * to an exec_list *, so that it can be used
to insert the condition anywhere in the IR (rather than just in the
body of the loop).
This will be necessary in order to make continue statements work
properly in do-while loops.
Cc: [email protected]
Acked-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is really not needed as blorp blit programs already sample
XRGB normally and get alpha channel set to 1.0 automatically by
the sampler engine. This is simply copied directly to the payload
of the render target write message and hence there is no need for
any additional blending support from the pixel processing pipeline.
The blending formula is anyway broken for color components, it
multiplies the color component with itself (blend factor is the
component itself).
Alpha blending in turn would not fix the alpha to one independent
of the source but simply used the source alpha as is instead
(1.0 * src_alpha + 0.0 * dst_alpha).
Quoting Eric:
"If we want to actually make the no-alpha-bits-present thing work,
we need to override the bits in the surface state or in the
generated code. In the normal draw path, it's done for sampling
by the swizzling code in brw_wm_surface_state.c, and the blending
overrides is just to fix up the alpha blending stage which
doesn't pay attention to that for the destination surface."
If one modifies piglit test gl-3.2-layered-rendering-blit to use
color component values other than zero or one, this change will
kick in on IVB. No regressions on IVB.
This is effectively revert of c0554141a9b831b4e614747104dcbbe0fe489b9d:
i965/blorp: Support overriding destination alpha to 1.0.
Currently, Blorp requires the source and destination formats to be
equal. However, we'd really like to be able to blit between XRGB and
ARGB formats; our BLT engine paths have supported this for a long time.
For ARGB -> XRGB, nothing needs to occur: the missing alpha is already
interpreted as 1.0. For XRGB -> ARGB, we need to smash the alpha
channel to 1.0 when writing the destination colors. This is fairly
straightforward with blending.
For now, this code is never used, as the source and destination formats
still must be equal. The next patch will relax that restriction.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Without the correct feedback buffer size UVD runs
into an error on each frame, reducing the maximum FPS.
v2: fixing Michels comments
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Cc: "10.1" "10.0" "9.2" <[email protected]>
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This moves the intel_batchbuffer_flush before the drm_intel_bo_busy
call, which is a change in behavior. However, the old behavior was
broken.
In the future, we may want to only flush in the batchbuffer references
the BO being mapped. That's certainly more typical.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This additionally measures the time stalled, while also simplifying the
code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Mapping a buffer is a common place where we could stall the CPU.
In a few places, we've added special code to check whether a buffer is
busy and log the stall as a performance warning. Most of these give no
indication of the severity of the stall, though, since measuring the
time is a small hassle.
This patch introduces a new brw_bo_map() function which wraps
drm_intel_bo_map, but additionally measures the time stalled and reports
a performance warning. If performance debugging is not enabled, it
simply maps the buffer with negligable overhead.
We also add a similar wrapper for drm_intel_gem_bo_map_gtt().
This should make it easy to add performance warnings in lots of places.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Hw binning pass doesn't seem to have broken anything. And optimizing
compiler fixes a lot of shaders and doesn't seem to break anything. So
re-org slightly FD_MESA_DEBUG params and make both hw binning and
optimizer enabled by default.
Signed-off-by: Rob Clark <[email protected]>
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The new compiler generates a dependency graph of instructions, including
a few meta-instructions to handle PHI and preserve some extra
information needed for register assignment, etc.
The depth pass assigned a weight/depth to each node (based on sum of
instruction cycles of a given node and all it's dependent nodes), which
is used to schedule instructions. The scheduling takes into account the
minimum number of cycles/slots between dependent instructions, etc.
Which was something that could not be handled properly with the original
compiler (which was more of a naive TGSI translator than an actual
compiler).
The register assignment is currently split out as a standalone pass. I
expect that it will be replaced at some point, once I figure out what to
do about relative addressing (which is currently the only thing that
should cause fallback to old compiler).
There are a couple new debug options for FD_MESA_DEBUG env var:
optmsgs - enable debug prints in optimizer
optdump - dump instruction graph in .dot format, for example:
http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png
http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot
At this point, thanks to proper handling of instruction scheduling, the
new compiler fixes a lot of things that were broken before, and does not
appear to break anything that was working before[1]. So even though it
is not finished, it seems useful to merge it in it's current state.
[1] Not merged in this commit, because I'm not sure if it really belongs
in mesa tree, but the following commit implements a simple shader
emulator, which I've used to compare the output of the new compiler to
the original compiler (ie. run it on all the TGSI shaders dumped out via
ST_DEBUG=tgsi with various games/apps):
https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12
Signed-off-by: Rob Clark <[email protected]>
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For the time being, keep old compiler as fallback for things that the
new compiler does not support yet. Split out as it's own commit to make
the later new-compiler commits easier to follow.
Signed-off-by: Rob Clark <[email protected]>
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Shuffle things around to prepare for new compiler.
Signed-off-by: Rob Clark <[email protected]>
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Not really used for anything anymore. So strip it out and avoid
conflicting symbols with upcoming new-compiler.
Signed-off-by: Rob Clark <[email protected]>
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When we clipped a line weren't copying the provoking vertex
color to the second vertex. We also weren't checking for
first vs. last provoking vertex.
Fixes failures found with the new piglit line-flat-clip-color test.
Cc: "10.0, 10.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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To match the CALLOC_STRUCT() call.
Cc: "10.0, 10.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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If the shader is too large, plug in a dummy shader. This patch also
reworks the existing dummy shader code.
Reviewed-by: Jose Fonseca <[email protected]>
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Put common code in new svga_shader.c file. Considate separate vertex/
fragment shader ID generation.
Reviewed-by: Jose Fonseca <[email protected]>
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gallivm soa code supported only a single level of nesting for
control flow opcodes (if, switch, loops...) but the d3d10 spec
clearly states that those are nested within functions. To support
nesting of conditionals inside functions we need to store the
nesting data inside function contexts and keep a stack of those.
Furthermore we make sure that if nesting for subroutines is deeper
than 32 then we simply ignore all subsequent 'call' invocations.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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