| Commit message (Collapse) | Author | Age | Files | Lines |
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whether to keep an unused uniform
This even matches the comment "uniform initializers are precious, and
could get used by another stage."
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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initialize uniforms
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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This is the way layout(binding=xxx) works from GLSL. The old method
just happened to work (and significantly predated support for
layout(binding=xxx)), but future changes will break this.
v2: Remove some stale comments. Suggested by Matt and Chris Forbes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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In d4a24745 (August 2012), Paul made functions calls not be constant
expressions in GLSL ES 1.00. Since this feature was added in desktop
GLSL 1.20, we believed that it was added in GLSL ES 3.00. That turns
out to be completely wrong. Built-in functions have always been allowed
as constant expressions in GLSL ES, and the patch adds the (many) spec
quotations to prove it.
While we never previously encountered this, a later patch enforces a GLSL
ES 1.00 rule that global variable initializers must be constant
expressions. Without this fix, several dEQP tests fail.
Fixes:
tests/spec/glsl-es-1.00/compiler/const-initializer/from-function.frag
tests/spec/glsl-es-1.00/compiler/const-initializer/from-function.vert
tests/spec/glsl-es-1.00/compiler/const-initializer/from-sequence-in-function.frag
tests/spec/glsl-es-1.00/compiler/const-initializer/from-sequence-in-function.vert
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.0 10.1 10.2 10.3 10.4 10.5 10.6 11.0" <[email protected]>
Yes, I know we don't maintain stable branches that far back, but that
*is* how far back this bug goes!
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Vertex attributes of different categories (constant/per-instance/
per-vertex) go into different buffers for translation, and this is now
properly reflected in the vertex buffers passed to the driver.
Fixes e.g. piglit's point-vertex-id divisor test.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Also fix style / wrong indentation along the way and make the messages
more uniform.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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GLSL Spec 4.20.8, 4.3 Storage Qualifiers:
"Initializers in global declarations may only be used in declarations of
global variables with no storage qualifier, with a const qualifier or
with a uniform qualifier."
We do this for input variables, but not for output variables. AMD and NVIDIA
proprietary drivers don't allow this either.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For the VS and FS stages that use ARB_vertex_program or
ARB_fragment_program we don't have a shader program, however,
when debuging is enabled, we call brw_dump_ir like this:
brw_dump_ir("vertex", prog, &vs->base, &vp->program.Base);
where vs will be NULL (since prog is NULL).
As pointed out by Chris, this &vs->base is not really a dereference,
it simply computes a new address that just happens to be 0x0 because
the offset of base in brw_shader is 0. Then brw_dump_ir will see a
NULL pointer and not do anything. This is why this does not crash at
the moment. However, this does not look very safe (it would crash
for any location of base that is not the first in brw_shader), so
patch it to prevent a potential (even if unlikely) problem in the
future.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The initial glGetUniformdv support didn't cover all the
casting cases that are apparantly legal, and cts seems to
test for them.
I've updated the piglit test to cover these cases now.
v2: fix indentation - it's all broken in this file (Ilia)
fix src/dst index tracking in light of fp64 support (Ilia)
cc: "11.0" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Curro added this in commit 3ee2daf23d (before the vec4/NIR backend was
added) but it was missed in the new NIR backend. Add it there as well.
instructions in affected programs: 1857 -> 1810 (-2.53%)
helped: 15
Reviewed-by: Francisco Jerez <[email protected]>
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We still have to push everything out, might as well kick earlier and
flip pushbufs when we know we'll need it. This resolves some issues with
the new policy of making sure that we always leave a bit of room at the
end for fences.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Fixes: 47d11990b (nouveau: make sure there's always room to emit a fence)
Cc: [email protected]
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Right now we emit on every kick, but this is only necessary if something
will ever be able to observe that the fence completed. If there are no
refs, leave the fence alone and emit it another day.
This also happens to work around an issue for the kick handler -- a kick
can be a result of e.g. nouveau_bo_wait or explicit kick, or it can be
due to lack of space in the pushbuf. We want the emit to happen in the
current batch, so we want there to always be enough space. However an
explicit kick could take the reserved space for the implicitly-triggered
kick's fence emission if it happened right after. With the new mechanism,
hopefully there's no way to cause two fences to be emitted into the same
reserved space.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Fixes: 47d11990b (nouveau: make sure there's always room to emit a fence)
Cc: [email protected]
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In theory, GF110+ should also support NVC8_COMPUTE_CLASS but, in practice,
a ILLEGAL_CLASS dmesg fail appears when using it.
This fixes compute support and MP performance counters on GF110.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For scalar VS, I'll need this in brw_fs.cpp as well. It seems silly to
redeclare it in three places.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we used nir_lower_io with the scalar type_size function,
which mapped VERT_ATTRIB_* locations to...some numbers. Then, in
fs_visitor::nir_setup_inputs(), we created temporaries indexed by
those numbers, and emitted MOVs from the actual ATTR registers to
those temporaries. Virtually all of these were copy propagated away,
but it's still ugly.
This patch reworks our input lowering to produce NIR lower_input
intrinsics that properly index into the ATTR file, so we can access
it directly.
No changes in shader-db.
v2: Fix unreachable() message (Ken), update commit message (Matt).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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nr_attributes is used to compute first_non_payload_grf, which is the
first register we're allowed to use for ordinary register allocation.
The hardware requires us to read at least one pair of values, but we're
completely free to overwrite that garbage register with whatever we like.
Instead of altering nr_attributes, we should alter urb_read_length, which
only affects the amount we ask the VF to read. This should save us a
register in trivial cases (which admittedly isn't very useful).
While we're at it, improve the explanation in the comments.
v2: Actually do what I said (caught by Ilia).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Both the vec4 and scalar VS backends had virtually identical URB entry
size and read length calculations. We can move those up a level to
backend-agnostic code and reuse it for both.
Unfortunately, the backends need to know nr_attributes to compute
first_non_payload_grf, so I had to store that in prog_data. We could
use urb_read_length, but that's nr_attributes rounded up to a multiple
of two, so doing so would waste a register in some cases.
There's more code to be removed in the vec4 backend, but that will
come in a follow-on patch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Switch statements introduce a bogus loop with an unconditional break at
the end of the loop, just before the while...so the while is unreachable
and has no immediate dominator.
v2: With less exuberance
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Some assertions in gen8_surface_state.c checked for gen < 8.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The (gen < 9) check in brw_clear() was too broad. It disabled all types
of fast color clears:
a. singlesample rep clears
b. singlesample MCS fast clears
c. multisample MCS fast clears
The MCS clears are still buggy, but the rep clear works well. So let's
enable it.
Reviewed-by: Neil Roberts <[email protected]>
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Fast color clears are disabled for gen9 (see the checks in
brw_meta_fast_clear), so there is no reason to allocate the MCS and
track its clear/resolve state.
Reviewed-by: Neil Roberts <[email protected]>
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They didn't do anything useful.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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The translate functions is split into two:
- translation to TGSI
- creating the variant (TGSI transformations only)
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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The samplers for DrawPixels data and the pixel map are assigned to slots
which don't overlap with the existing sampler slots.
The texture coordinates for the user texture are uploaded as a constant.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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- there is no connection to user fragment shaders, so having these as
shader variants makes no sense
- don't use Mesa IR, use TGSI
- don't create gl_fragment_program, just create the shader CSO
v2: generate exactly the same shader as before to fix llvmpipe
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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The other variables can't be moved.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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No other shader stage has a "prepare" function.
This will allow removing some variables from st_vertex_program.
Also, prepare_fragment_program was a dead prototype.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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v2: get it from declarations, not instructions
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st/mesa will use this, but drivers can use it too.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Drivers weren't notified about this at all.
This allows disabling on-demand compilation in drivers.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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First step towards inverting the dependency between glsl and nir (so nir
can be used without glsl). Also solves this issue with 'make distclean'
Making distclean in mesa
make[2]: Entering directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
Makefile:2486: ../glsl/.deps/shader_enums.Plo: No such file or directory
make[2]: *** No rule to make target '../glsl/.deps/shader_enums.Plo'. Stop.
make[2]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
Makefile:684: recipe for target 'distclean-recursive' failed
make[1]: *** [distclean-recursive] Error 1
make[1]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src'
Makefile:615: recipe for target 'distclean-recursive' failed
make: *** [distclean-recursive] Error 1
Reported-by: Andy Furniss <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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The point is to avoid having to re-validate all image units when
_NEW_TEXTURE is flagged, which can be expensive if the driver exposes
a large number of image units. This has been reported to fix a 36%
performance regression in the Synmark2 Multithread benchmark on the
i965 driver which exposes 192 image units.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91788
Reported-by: Wendy Wang <[email protected]>
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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gl_image_unit::_Valid will be removed in a future commit.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The call to _mesa_test_texobj_completeness() is unnecessary if the
texture is already known to be complete. If the texture object is
dirtied in the meantime _BaseComplete and _MipmapComplete will be
reset to false. _mesa_is_image_unit_valid() will start to be called
more frequently in a future commit, so it seems desirable to avoid the
unnecessary work.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A future commit will remove all texture object-dependent derived state
from the image unit struct to make validation unnecessary on texture
state changes. Instead of checking gl_image_unit::_Valid drivers will
be required to call this function when needed to find out whether an
image unit is in a valid state and whether access from the shader is
allowed.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The hardware documentation relating to the UAV HW-assisted coherency
mechanism and UAV access enable bits is scarce and sometimes
contradictory, and there's quite some guesswork behind this commit, so
let me summarize the background first: HSW and later hardware have
infrastructure to support a stricter form of data coherency between
shader invocations from separate primitives. The mechanism is
controlled by the "Accesses UAV" bits on 3DSTATE_VS, _HS, _DS, _GS and
_PS (or _PS_EXTRA on BDW+), and the "UAV Coherency Required" bit on
the 3DPRIMITIVE command.
Regardless of whether "UAV Coherency Required" is set, the hardware
fixed-function units will increment a per-stage semaphore for each
request received if "Accesses UAV" is set for the same or any lower
stage. An implicit DC flush is emitted by the lowermost stage with
"Accesses UAV" set once it's done processing the request, this also
happens regardless of the value of "UAV Coherency Required". The
completion of the DC flush will cause the same stage and all previous
ones to decrement the semaphore, marking the UAV accesses for the
primitive as coherent with L3.
The "UAV Coherency Required" 3DPRIMITIVE bit will cause a pipeline
stall before any threads are dispatched for the first FF stage with
"Accesses UAV" set until the semaphore is cleared for the same stage.
Effectively this guarantees that UAV memory accesses performed by
previous primitives from any stage will be strictly ordered (and
thanks to the implicit DC flush visible in memory) with UAV accesses
from the following primitives.
None of this is required by the usual image, atomic counter and SSBO
GL APIs which have very relaxed cross-primitive coherency and ordering
requirements, so we don't actually ever set the "UAV Coherency
Required" bit -- Ordering with respect to shader invocations from
previous stages on the same primitive where there is a data dependency
is of course already guaranteed as the spec requires, regardless of
this mechanism being enabled. We do set the "Accesses UAV" bits
though since my commit ac7664e493655e290783c23a0412b9c70936da50 (which
this patch partially reverts), mainly because of comments like the
following from the BDW PRM:
> 3DSTATE_GS
>[...]
> 12 Accesses UAV
> Format: Enable
> This field must be set when GS has a UAV access.
There are similar comments in the documentation for the other
3DSTATE_*S commands. The "must" part is misleading and unjustified
AFAIK. Most of the "Accesses UAV" bits don't seem to have any side
effects other than the implicit DC flushes and the related
book-keeping in anticipation for a subsequent primitive with "UAV
Coherency Required" set, so in most cases they are unnecessary and may
incur a performance penalty. There is an exception though. On Gen8+
the PS_EXTRA UAV access bit influences the calculation of the PS
UAV-only and ThreadDispatchEnable signals which on previous
generations were set explicitly by the driver, so we cannot always
avoid enabling it on the PS stage.
The primary motivation for this change is that in fact the hardware
coherency mechanism is buggy and will cause a rather non-deterministic
hang on Gen8 when VS is the only stage with "Accesses UAV" set and the
processing of a request terminates immediately after the implicit DC
flush is sent for a previous primitive with no additional vertices
being emitted for the second primitive, what will cause the hardware
to skip sending a second DC flush and cause the VS to stall
indefinitely waiting for a response from the DC (BDWGFX HSD 1912017).
This hardware bug can be reproduced on current master with the
spec@arb_shader_image_load_store@host-mem-barrier@Indirect/RaW piglit
subtest (if you have the patience to run it a few dozen times).
The proposed workaround is to insert CS STALLs speculatively between
3DPRIMITIVE commands when "Accesses UAV" is enabled for the VS stage
only. Because this would affect one of the hottest paths in the
driver and likely decrease performance even further due to the
unnecessary serialization, and because we don't actually need the
implicit DC flushes, it seems better to just disable them.
Cc: 11.0 <[email protected]>
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