| Commit message (Collapse) | Author | Age | Files | Lines |
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We would like to permit keying blend shaders against the framebuffer
format, which requires some new blending abstractions.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We would like the offset field to be unsigned, letting 0 represent "no
offset" and positive represent an offset.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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I'm not sure I'm totally comfortable with this, but conceptually neither
float nor pure-int formats require any format conversion, except size
conversion. Going from a shaderable format (fp32 or i16, for instance)
into a blendable format (fp16) is a separate question, one we can defer
momentarily while we're not interested in actually blending.
As an aside, I'd be fascinated by an integer-based blending
implementation.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We see that the render target itself turns out to be typeless
(surprise!)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll need some careful handling, but for now, get some baseline code
out for handling float formats in a blend shader.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Normally, disabled blend can definitely be fixed-function'd away, but
if a blend shader is used merely for format conversion rather than
blending, this code path can be nevertheless hit.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Not all framebuffer formats are supported by the fixed-function blender.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Ideally, we would keep Galliumisms far away from the compiler;
unfortunately, Mesa hasn't standardized on system of format codes to be
shared across APIs and across drivers, so using Gallium formats is our
best bet in the short run.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We now have some preliminary fp16 support available. We're not able to
expose this for GLSL quite yet, but for internal blend shaders, we're
able to do control bitness ourselves just fine. So let's fp16 that
stuff!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Eventually this should be replaced by proper tex RA / not emitting so
many silly moves to begin with / better general copy prop. For now
remove it since it breaks things.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Share a single mask field in midgard_instruction with a unified format,
rather than using separate masks for each instruction tag with
hardware-specific formats. Eliminates quite a bit of duplicated code and
will enable vec8/vec16 masks as well (which don't map as cleanly to the
hardware as we might like).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The packing is a little different, so implement that.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These conversions handle half-floats within the shader.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We can handle differing, but we'd prefer not to because there are
restrictions on sizing which aren't accounted for yet.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's not clear where the extra indirection was from (older hardware or
just older blobs?)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The scale and type-convert can now be expressed in NIR, rather than MIR,
which is significantly more maintainable and demonstrates correctness of
the type conversion patches.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Blend constant conflicts run in two directions.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Rather than using a dest_override, we upscale integers by using a half
field with a sign-extend bit. A variant of this trick should also work
for floats, but one step at a time!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We have dedicated intrinsics to access the raw contents of the tile
buffer so we can use a dedicated NIR pass to lower appropriately for
blend shaders, rather than introducing a bizarre hardcoded blend
epilogue that only works for RGBA8_UNORM.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Oh, dear. No turning back now.
We begin implementing non-32-bit types, using downsizing integer type
conversions as the initial instructions. We implement them naively as
type-converting moves; substantially more efficient operation is
possible by copypropping the type conversion modifier, but this
optimization is not implemented here.
Size converting modifiers on Midgard allow an instruction to write to a
destination 1/2 the size, or to read from a source 1/2 the size. If we
need an extreme conversion (32-bit to 8-bit, for instance), multiple
type converting ops are chained together, which here is handled via an
algebraic pass.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This begins the process of removing blend shader specific MIR into a
more general NIR lowering pass for formats.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Eventually, this will allow packing clear colours for all formats,
including floating-point framebuffers, pure integer buffers, and special
formats. Currently, a few of these formats are supported, and many more
are handled through a generic Gallium colour packing path (which is not
a perfect fit for the hardware, but works for many formats and is a sane
default for the moment.)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We see the hardware doesn't actually support float framebuffers in the
native sense -- rather, it just allows higher bpp framebuffers and lets
a blend shader / additional clear_color fields sort out the formats.
This will be.. interesting.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Full MRT support is a while away, but in the mean time, we can remove
code that explicitly assumes nr_cbufs <= 0, to minimize the obstacles
we'll face later when we add the whole thing.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We had vendored duplicates from pre-Mesa days; clean that up.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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According to the spec [1], `__egl_Main` is the only symbol that needs to
be exported. We don't want applications directly linking against
libEGL_mesa.so (apps should always go through libEGL.so, regardless of
who is providing it), so we shouldn't export any other symbols either.
[1] https://github.com/NVIDIA/libglvnd/blob/master/include/glvnd/libeglabi.h
(this header is the closest there is to a spec)
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Part of the effort to replace shell scripts with portable python scripts.
I could've used a trivial `assert lines == sorted(lines)`, but this way
the caller is shown which entrypoint is out of order.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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According to the Vulkan ICD spec [1], these two symbols must be exposed:
- vk_icdGetInstanceProcAddr
- vk_icdNegotiateLoaderICDInterfaceVersion
and this one is optional:
- vk_icdGetPhysicalDeviceProcAddr
[1] https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
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Note: the list in gbm-symbols.txt is the same as the one that was in
gbm-symbols-check, I just took the opportunity to sort it.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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required by OpenCL
v2: fix setting globalAccess
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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required by OpenCL
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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required for OpenCL
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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required by OpenCL
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Drivers only use lower_io for modes where pointers don't have a
meaningful value, and dereferences can always be traced back to a
variable. But there can be other modes, like global mode with
VK_EXT_buffer_device_address, where pointers cannot be traced back to a
variable, and lower_io would segfault on loads/stores of these since
nir_deref_instr_get_variable() would return NULL.
Just use the mode on the deref itself to filter out these modes before
we try to get the variable.
Fixes: 118a66df990 ("radv: Use NIR barycentric coordinates")
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Currently this is done rather late in radv, after lowering booleans, so
it isn't safe to run additional optimizations that may add e.g. 1-bit
booleans. We could move the lowering parts earlier, but since right now
we only lower FS inputs and by this point all indirects have been
lowered away, there's no reason we should need to optimize anything.
One shader from Devil May Cry 5 was getting optimized, but only because
the optimization loop was working on 32-bit booleans which revealed an
opportunity that was hidden with 1-bit booleans, and we generated a
1-bit boolean which is invalid.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111092
Fixes: 118a66df9907772bb9e5503b736c95d7bb62d52c
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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