| Commit message (Collapse) | Author | Age | Files | Lines |
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There are two stages to varying assembly in the command stream: creating
the varying buffers in the command stream, and creating the varying meta
descriptors (also in the command stream) linked to the aforementioned
buffers. The previous code for this was ad hoc and brittle, making some
invalid assumptions causing unmaintainable workarounds to pile up across
the driver (both compiler and command stream side).
This patch completely rewrites the varying assembly code. There's a
trivial performance penalty (we now memcpy the varying meta to the
command stream on draw, rather than on compile). That said, the
improvement in flexibility and clarity is well-worth it.
The motivator for these changes was support for gl_PointCoord (and
eventually point sprites for legacy GL), which was impossible to
implement with the old varying assembly code. With the new refactor,
it's super easy; support for gl_PointCoord is included with this patch.
All in all, I'm quite happy with how this turned out.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is required for gl_PointCoord to show up on decodes.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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I don't know why this was on to begin with...?
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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In addition to fixing actual primconvert bugs, this prevents an infinite
loop when trying to draw POINTS.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Mipmaps are still broken, but at least this way we don't crash on some
apps using mipmaps.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The if is actually returning true on success, enabling fast clears, so we
need to have the test succeed when the iview dimensions are right.
Fixes: d5400a5ec2a "radv: provide a helper for comparing an image extents."
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Vulkan spec doesn't explicitly forbid zero size transform
feedback buffers.
Having zero size xfb caused SurfaceSize overflow and
triggered assert in debug build.
The only way to have zero size SO_BUFFER is to disable
SO_BUFFER as stated in hardware spec.
From SKL PRM, Vol 2a, "3DSTATE_SO_BUFFER":
"If set, stream output to SO Buffer is enabled,
if 3DSTATE_STREAMOUT::SO Function ENABLE is also enabled.
If clear, the SO Buffer is considered "not bound" and effectively
treated as a zero- length buffer for the purposes of SO output and
overflow detection. If an enabled stream's Stream to Buffer Selects
includes this buffer it is by definition an overflow condition.
That stream will cause no writes to occur,
and only SO_PRIM_STORAGE_NEEDED[<stream>] will increment."
Fixes: 36ee2fd61c8 "anv: Implement the basic form of VK_EXT_transform_feedback"
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Acked-by: Samuel Pitoiset <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Acked-by: Lionel Landwerlin <[email protected]>
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VkFullScreenExclusiveEXT comes from the win32 header. Mostly took
the logic from the entrypoint scripts:
1) If there is an ext that has it in the requires and has a platform,
take the guard for that platform.
2) Otherwise assume it is from the core headers.
Acked-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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In commit 530927d3f6a303d9 ("vulkan/util: generate instance/device
dispatch tables") we started generating instance dispatch tables some
of them (like wayland) require external headers.
This commit moves the dependencies up one level so that they apply the
whole vulkan directory. We use them for both the util & overlay layer.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 530927d3f6a303 ("vulkan/util: generate instance/device dispatch tables")
Reviewed-by: Eric Engestrom <[email protected]>
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Some of the header file locations are changed between Android
versions (when VNDK is used), patch makes sure we get all the
required headers.
v2: cleanups, put SDK version checks in all places (Tapani)
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Chen Lin Z <[email protected]>
Tested-by: Clayton Craft <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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For VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL and
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL we do not care about
the queue mask because
1) using these is only allowed on the gfx queue
2) transitions for these are only allowed on the gfx queue.
This enables some fast clears for Doom that uses
VK_SHARING_MODE_CONCURRENT.
Reviewed-by: Samuel Pitoiset <[email protected]>
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I messed this up when adding the GPU copy path.
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Fixes: 864cc419eb0a41882762 "intel/isl: move tiled_memcpy static libs from i965 to isl"
Cc: [email protected]
Reported-by: Milav Soni <[email protected]>
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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It's no longer used.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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As with previous patches for svga, llvmpipe, swr drivers.
Compile tested only.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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As with svga, llvmpipe drivers in previous patches.
Compile tested only.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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This was used to avoid freeing a sampler view which was created by a
context that was already deleted. But the state tracker does not
allow that.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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This function was used in the past to avoid deleting a sampler view
for a context that no longer exists. But the Mesa state tracker
ensures that cannot happen. Use the standard refcounting function
instead.
Also, remove the code which checked for context mis-matches in
svga_sampler_view_destroy(). It's no longer needed since implementing
the zombie sampler view code in the state tracker.
Testing Done: google chrome, variety of GL demos/games
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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In all instances here we can replace pipe_sampler_view_release(pipe,
view) with pipe_sampler_view_reference(view, NULL) because the views
in question are private to the state tracker context. So there's no
danger of freeing a sampler view with the wrong context.
Testing done: google chrome, misc GL demos, games
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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As with the preceding patch for sampler views, this patch does
basically the same thing but for shaders. However, reference counting
isn't needed here (instead of calling cso_delete_XXX_shader() we call
st_save_zombie_shader().
The Redway3D Watch is one app/demo that needs this change. Otherwise,
the vmwgfx driver generates an error about trying to destroy a shader
ID that doesn't exist in the context.
Note that if PIPE_CAP_SHAREABLE_SHADERS = TRUE, then we can use/delete
any shader with any context and this mechanism is not used.
Tested with: google-chrome, google earth, Redway3D Watch/Turbine demos
and a few Linux games.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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When st_texture_release_all_sampler_views() is called the texture may
have sampler views belonging to several contexts. If we unreference a
sampler view and its refcount hits zero, we need to be sure to destroy
the sampler view with the same context which created it.
This was not the case with the previous code which used
pipe_sampler_view_release(). That function could end up freeing a
sampler view with a context different than the one which created it.
In the case of the VMware svga driver, we detected this but leaked the
sampler view. This led to a crash with google-chrome when the kernel
module had too many sampler views. VMware bug 2274734.
Alternately, if we try to delete a sampler view with the correct
context, we may be "reaching into" a context which is active on
another thread. That's not safe.
To fix these issues this patch adds a per-context list of "zombie"
sampler views. These are views which are to be freed at some point
when the context is active. Other contexts may safely add sampler
views to the zombie list at any time (it's mutex protected). This
avoids the context/view ownership mix-ups we had before.
Tested with: google-chrome, google earth, Redway3D Watch/Turbine demos
a few Linux games. If anyone can recomment some other multi-threaded,
multi-context GL apps to test, please let me know.
v2: avoid potential race issue by always adding sampler views to the
zombie list if the view's context doesn't match the current context,
ignoring the refcount.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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Add the necessary build rules for android, to avoid building errors.
Fixes: f014ae3 ("nouveau: add support for nir")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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nir to llvm assumes we have already split vectors to scalars via
nir_lower_alu_to_scalar().
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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shader-db results (VEGA64):
Totals from affected shaders:
SGPRS: 5328912 -> 5329680 (0.01 %)
VGPRS: 2969308 -> 2969164 (-0.00 %)
Spilled SGPRs: 37921 -> 37917 (-0.01 %)
Spilled VGPRs: 32882 -> 29024 (-11.73 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 1400 -> 1200 (-14.29 %) dwords per thread
Code Size: 121126000 -> 121282784 (0.13 %) bytes
LDS: 1501 -> 1501 (0.00 %) blocks
Max Waves: 933188 -> 933229 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Without this the build breaks with:
In file included from ../src/vulkan/util/vk_util.h:32,
from ../src/vulkan/util/vk_util.c:28:
../include/vulkan/vulkan.h:51:10: fatal error: wayland-client.h: No such file or
directory
#include <wayland-client.h>
^~~~~~~~~~~~~~~~~~
compilation terminated.
The above misses the include directory for wayland:
-I/usr/include/wayland
Signed-off-by: Tobias Klausmann <[email protected]>
Cc: [email protected]
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
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v9: convert to C++ style comments
handle for tess eval shaders as well
Signed-off-by: Karol Herbst <[email protected]>
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v9: mark as fixed
Signed-off-by: Karol Herbst <[email protected]>
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v4: use smarter getIndirect helper
use new getSlotAddress helper
v5: use loadFrom helper
v8: don't require C++11 features
Signed-off-by: Karol Herbst <[email protected]>
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v5: add more barrier intrinsics
Signed-off-by: Karol Herbst <[email protected]>
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v3: fix compiler warnings
v4: use loadFrom helper
v5: fix signed min/max
v6: set tex mask
add support for indirect image access
set cache mode
v7: make compatible with 884d27bcf688d36c3bbe01bceca525595add3b33
rework the whole deref thing to prepare for bindless
v8: port to deref instructions
don't require C++11 features
v9: implement MS images
rebase on master (image modifiers)
fix regressions due to variable src compnents
replace '(*it).' with 'it->'
convert to C++ style comments
Signed-off-by: Karol Herbst <[email protected]>
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v4: use loadFrom helper
v5: support indirect buffer access
v8: don't require C++11 features
Signed-off-by: Karol Herbst <[email protected]>
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v4: use loadFrom helper
v8: don't require C++11 features
Signed-off-by: Karol Herbst <[email protected]>
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v4: use smarter getIndirect helper
use new getSlotAddress helper
use loadFrom helper
v8: don't require C++11 features
Signed-off-by: Karol Herbst <[email protected]>
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We store those arrays in local memory and reserve some space for each of the
arrays. With NIR we could store those arrays packed, but we don't do that yet
as it causes MemoryOpt to generate unaligned memory accesses.
v3: use fixed size vec4 arrays until we fix MemoryOpt
v4: fix for 64 bit types
v5: use loadFrom helper
v8: don't require C++11 features
v9: convert to C++ style comments
Signed-off-by: Karol Herbst <[email protected]>
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v2: add vote_eq support
use the new subop intrinsic helper
add ballot
v3: add read_(first_)invocation
v8: handle vectorized intrinsics
don't require C++11 features
v9: lower_subgroups to 32 bit (produces less instructions)
use getSSA and getScratch instead of new_LValue
Signed-off-by: Karol Herbst <[email protected]>
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v7: don't assert in default case for getSubOp
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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a lot of those fields are not valid for a lot of tex ops. Not quite sure if
it's worth the effort to check for those or just keep it like that. It seems
to kind of work.
v2: reworked offset handling
add tex support with indirect R/S arguments
handle GLSL_SAMPLER_DIM_EXTERNAL
drop reference in convert(glsl_sampler_dim&, bool, bool)
fix tg4 component selection
v5: fill up coords args with scratch values if coords provided is less than TexTarget.getArgCount()
v7: prepare for bindless_texture support
v8: don't require C++11 features
v9: convert to C++ style comments
fix txf with a uniform constant 0 lod
Signed-off-by: Karol Herbst <[email protected]>
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v2: use mkOp
v8: don't require C++11 features
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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v2: support more sys values
fixed a bug where for multi component reads all values ended up in x
v3: add load_patch_vertices_in
v4: add subgroup stuff
v5: add helper invocation
v6: fix loading 64 bit system values
v8: don't require C++11 features
v9: convert to C++ style comments
Signed-off-by: Karol Herbst <[email protected]>
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v9: use getSSA instead of new_LValue
Signed-off-by: Karol Herbst <[email protected]>
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v3: and load_output
v4: use smarter getIndirect helper
use new getSlotAddress helper
v5: don't use const_offset directly
fix for indirects
v6: add support for interpolateAt
v7: fix compiler warnings
add load_barycentric_sample
handle load_output for fragment shaders
v8: set info->prop.fp.readsSampleLocations for at_sample interpolation
don't require C++11 features
v9: convert to C++ style comments
Signed-off-by: Karol Herbst <[email protected]>
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v3: add workaround for RA issues
indirects have to be multiplied by 0x10
fix indirect access
v4: use smarter getIndirect helper
use storeTo helper
v5: don't use const_offset directly
v8: don't require C++11 features
v9: convert to C++ style comments
handle clip planes correctly
Signed-off-by: Karol Herbst <[email protected]>
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v2: use new getIndirect helper
fixes symbols for 64 bit types
v4: use smarter getIndirect helper
simplify address calculation
use loadFrom helper
v8: don't require C++11 features
Signed-off-by: Karol Herbst <[email protected]>
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