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This fixes:
GL45-CTS.geometry_shader.limits.max_output_vertices
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL33-CTS.gtf33.GL3Tests.vertex_type_2_10_10_10_rev.vertex_type_2_10_10_10_rev_attrib
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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This is missing and memory qualifiers are currently being ignored for SSBOs.
Reviewed-by: Ian Romanick <[email protected]>
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This fixes:
GL45-CTS.gpu_shader5.texture_gather_offset_color_repeat
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This reverts commit bd326c229c528a214c9fda705e7a961cfa49ac9e.
Now that we've fixed the GPU hangs, let's turn it back on.
Reviewed-by: Kristian Høgsberg <[email protected]>
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As far as I can tell, this was just entirely missing...honestly, I'm
not sure how anything worked at all.
Caught by noticing GPU hangs in image load store tests with scalar TCS,
but probably has broader implications.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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fs_visitor::emit_urb_writes skips writing the VUE header for shaders
that don't write gl_PointSize, gl_Layer, or gl_ViewportIndex. This
leaves their values uninitialized. Kristian's nearby comment says:
"But often none of the special varyings that live there are written
and in that case we can skip writing to the vue header, provided the
corresponding state properly clamps the values further down the
pipeline."
However, we were clamping gl_ViewportIndex to [0, 15], so we would end
up using a random viewport. To fix this, detect when the shader doesn't
write gl_ViewportIndex, and clamp it to [0, 0].
The vec4 backend always writes zeros to the VUE header, so it doesn't
suffer from this problem. With vec4-style HWord writes, we can write
the header and position together in a single message. In the FS world,
we would need 4 extra MOVs of 0 and a longer message, or a separate
OWord write. It's likely cheaper to just clamp the value.
Fixes DiRT Showdown and Bioshock Infinite, which only rendered half of
the screen - the lower left of two triangles.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93054
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For Gen6 through Haswell dword 1 is MBZ. In gen 8 it becomes part of
the 64-bit address.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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My old implementation accumulated <start, end> pairs in a buffer,
and eventually processed that data on the CPU. This meant flushing
the batchbuffer and waiting for it to completely execute before we
could map it, resulting in really long stalls. We could also run out
of space in the buffer, and have to do this early.
Instead, we can use Haswell's MI_MATH command to do the (end - start)
subtraction, as well as the multiplication by 2 or 3 to convert from
the number of primitives written to the number of vertices written.
We still need to CS stall to read the counters, but otherwise everything
is completely pipelined - there's no CPU<->GPU synchronization required.
It also uses only 80 bytes in the buffer, no matter what.
Improves performance in Manhattan on Skylake GT3e at 800x600 by
6.1086% +/- 0.954166% (n=9). At 1920x1080, improves performance
by 2.82103% +/- 0.148596% (n=84).
v2: Fix number of primitives -> number of vertices calculation for
GL_TRIANGLES (I was multiplying by 4 instead of 3.) Caught by
Jordan Justen.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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It appears that we can't do this in a single command (like we do for
MI_LOAD_REGISTER_IMM) - the Skylake simulator gets rather grumpy about
the command length if I try to combine them. No matter.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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On Haswell, we need version 6 of the kernel command parser in order to
write the math registers. Our implementation of ARB_query_buffer_object
heavily relies on MI_MATH, so we should only advertise it when MI_MATH
is available. We also need MI_LOAD_REGISTER_REG, which requires version
7 of the command parser.
To make these checks easier, introduce a screen->has_mi_math_and_lrr
flag that will be set when both commands are supported.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This fixes some cases in the CTS KHR debug tests where it uses
glIsTexture to find an invalid ID and then call GetObjectLabel.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we try to draw or query an XFB object that hasn't been bound,
we shouldn't return any information.
This fixes a couple if cases in:
GL33-CTS.transform_feedback.api_errors_test
The ObjectLabel test is inspired by another test.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We don't need them for compute shaders.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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2655265fcba9017e793026c76e490e04db088c8f, but for compute.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Since this is potentially modifying the block structure of the shader,
it needs the _safe() version of the iterator.
Signed-off-by: Rob Clark <[email protected]>
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We request more than 32KB of LDS here, which SI doesn't have. Since LLVM
recently started checking the size of declared LDS allocations, all shaders
involved in tesselation fail to compile on SI.
Note that the entire calculation here seems wrong, given how we calculate
indices for generic attributes, so the number ends up wrong on CI+ as well.
A proper solution is clearly needed, but this patch should serve as a band-aid
for SI in the meantime.
Also note that the real size of the LDS allocation in hardware is independent
from what we tell LLVM, so this is really more of a "cosmetic" change.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95198
Cc: "11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Experiments with framebuffer-no-attachments type draw calls have shown that
NULL exports stall terribly unless we ensure that export memory is allocated
by the SPI.
Reviewed-by: Marek Olšák <[email protected]>
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This is useful for shader-related counters, since they tend to quickly
exceed 32 bits.
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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LLVM when configured with "intel jitevents" enabled can inform
VTune about dynamic code, so individual shaders are attributed
profiling data and the resulting assembly can be examined.
Acked-by: Roland Scheidegger <[email protected]>
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Missed a switch break in query stat collection when refactoring queries.
Reviewed-by: George Kyriazis <[email protected]>
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There are a total of four possible currently, rather than 2. So we need
to be prepared for the input array to grow by 16 components. We could
get away with less if we could pack sysval inputs.. and the way this is
handled currently isn't really the nicest thing. But it's a tactical
fix for an issue hit in:
GL31-CTS.gtf30.GL3Tests.transform_feedback.transform_feedback_vertex_id
Signed-off-by: Rob Clark <[email protected]>
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And set endian swap for packed formats the way it should be done
in theory.
This allows big endian to work again, but it can still be buggy.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71789
Cc: 11.1 11.2 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This commit broke Weston, Mutter, and xf86-video-modesetting, on KMS.
In order to use Y-tiled buffers, the kernel requires the tiling mode to
be explicitly named through the I915_FORMAT_MOD_Y_TILED AddFB2 modifier;
it disallows any attempt to infer the buffer's tiling mode.
As the GBM API does not have a way to extract modifiers for a buffer,
this commit broke all users of GBM on SKL+. Revert it for now, until we
get a way to extract modifier information from GBM, and also let GBM
users inform the implementation that it intends to use the modifiers.
This reverts commit 6a0d036483caf87d43ebe2edd1905873446c9589.
Signed-off-by: Daniel Stone <[email protected]>
Acked-by: Ben Widawsky <[email protected]>
Tested-by: Hans de Goede <[email protected]>
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ARRAY_SIZE and LOCATION should accept the SUBROUTINE_UNIFORM types.
Fixes:
GL43-CTS.program_interface_query.subroutines-vertex
GL43-CTS.program_interface_query.subroutines-tess-control
GL43-CTS.program_interface_query.subroutines-tess-eval
GL43-CTS.program_interface_query.subroutines-geometry
GL43-CTS.program_interface_query.subroutines-fragment
GL43-CTS.program_interface_query.subroutines-compute
Reviewed-by: Antia Puentes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We want to use interface_type, not vtn_var->type. They're normally
equivalent, but for geometry/tessellation per-vertex interface arrays,
we need to unwrap a level.
Otherwise, we tried to iterate a structure members but instead used
an array length. If the array length was longer than the number of
fields in the structure, we'd crash.
Fixes the CreatePipelineGeometryInputBlockPositive layer validation
test.
v2: Just use glsl_without_array() on the vtn_var type
(requested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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One of these is an unsigned bitfield, which I suspect is a false positive, but
gcc 5.3.1 complains about it with -fsanitize=undefined.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Shifting into the sign bit of a signed int is undefined behavior.
Unfortunately, there are potentially many places where this happens using
the register macros.
This commit is the result of running
sed -ie "s/(((\(\w\+\)) & 0x\(\w\+\)) << \(\w\+\))/(((unsigned)(\1) \& 0x\2) << \3)/g"
on all header files in gallium/{r600,radeon,radeonsi}.
Reviewed-by: Marek Olšák <[email protected]>
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Funnily enough, some of these were turned into a compile-time error by gcc
with -fsanitize=undefined ("initializer is not a constant").
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This crashes gcc's undefined behaviour sanitizer.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Since 1 << 31 complains about undefined behaviour; the others are changed
only for consistency.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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No sure where the 36 came from, but we clearly need at least
48 bytes per attribute per primitive.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will be used for resetting the uniform stream in the presence of
branching, but may also be useful as an optimization to reduce how many
uniforms we have to copy out per draw call (in exchange for increasing
icache pressure).
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Seeing the expansion of a QPU_GET_FIELD in an assert isn't very
informative, and it's hard find what's going wrong without getting a dump
of the instruction that failed.
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This has caught a couple of bugs during loop development so far, and I
should probably have written it long ago.
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Found by the upcoming QIR validate pass.
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In the process, this made me flatten out the "%s%s%s%s" fprintf arguments.
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Prevents a bug in the later control-flow support series.
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We should have already emitted a NOP due to the last instruction being a
TLB or VPM write. However, if you disable dead code elimination then you
might get dead code at the end, and that dead code might have the signal
bits set to something non-default, at which point you die in assertion
failure.
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Like other resources, we need to unreference all images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Left over from 450c0613627d5a472fcf1122c15b66988abfb372.
Trivial. Built locally with clang and gcc.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95296
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Vulkan always sets this. It only affects in-place Z decompression.
This is recommended for performance, but what app uses MSAA depth
texturing?
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows resolving RGBA into RGBX.
This should improve HL2 Lost Coast performance.
Reviewed-by: Alex Deucher <[email protected]>
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This reverts commit b593737ed8349b280fa29242c35f565b59ab3025.
Apparently it causes GPU hangs on some image load store tests.
Let's turn it back off until we figure out why.
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Stacking frames is for driver that's capable to do dual instances
encoding. Such feature is not enabled for B frames currently.
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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