| Commit message (Collapse) | Author | Age | Files | Lines |
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According to the spec, this also increases the following minimum values:
- MAX_COMBINED_TEXTURE_IMAGE_UNITS 96 (6*16), was 80
- MAX_UNIFORM_BUFFER_BINDINGS 72 (6*12), was 60
ARB_compute_shader is not enabled by default because images support is
still not implemented yet. If you want to use it you need to set
MESA_EXTENSION_OVERRIDE=GL_ARB_compute_shader.
Changes from v2:
- make use of the new PIPE_CAP_SHADER_SUPPORTED_IRS cap instead of
enabling the extension when PIPE_CAP_COMPUTE is enabled.
- query for PIPE_CAP_COMPUTE first
- s/shader_supported_irs/compute_supported_irs/
- disable ARB_compute_shader and add a comment which explains why
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This state tracker implements DispatchCompute() and DispatchComputeIndirect().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This binds atomics, constants, samplers, ssbos, textures and ubos.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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LOCAL_INVOCATION_ID, WORK_GROUP_ID and NUM_WORK_GROUPS are respectively
mapped to THREAD_ID, BLOCK_ID and GRID_SIZE.
Changes from v2:
- add assertions in st_translate_program()
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds GLSL intrinsics for load/store and atomic operations.
Changes from v2:
- use PROGRAM_MEMORY instead of PROGRAM_BUFFER
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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According to the spec, there are no predefined inputs nor any
fixed-function outputs.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Changes from v2:
- use as much common code as possible (eg. st_basic_variant)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Compute needs a new and different validation path.
Changes from v2:
- make use of unreachable() instead of assert() when the pipeline is
invalid
- move the st_pipeline enumeration to st_context.h instead of st_api.h
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This introduces TGSI_FILE_MEMORY for shared, global and local memory.
Only shared memory is currently supported.
Changes from v2:
- introduce TGSI_FILE_MEMORY
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This cap indicates the supported representations of programs. It should
be a mask of pipe_shader_ir bits. It will allow to enable
ARB_compute_shader if the underlying driver supports TGSI.
Changes from v2:
- improve description of PIPE_SHADER_CAP_SUPPORTED_IRS
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Like indirect draw, we need to store a resource and an offset that
needs to be 4 byte aligned. When indirect is used, the size of the
grid (in blocks) is stored with three 32-bit integers.
Changes from v2:
- s/most values/block sizes/
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This introduces pipe_grid_info which contains all information to
describe a launch_grid call. This will be used to implement indirect
compute in the same fashion as indirect draw.
Changes from v2:
- correctly initialize pipe_grid_info for nv50/nvc0
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Changes from v2:
- removed cso_{save,restore}_compute_shader() functions and the
compute_shader_saved variable because disabling compute shaders for
meta ops is not currently needed
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will be used for shared, global and local memory areas.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The size of shared variables needs to be stored in gl_compute_program
in order to set up pipe_compute_state::req_local_mem.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will allow to query the underlying drivers for the maximum
total storage size of all variables declared as <shared> with
PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Looks like the various max's were never plumbed through.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Until now there has been only one type of color buffer that needs
to resolved - namely single sampled fast clear. As even the
sampler engine in GPU doesn't understand the associated meta data,
the color values need to be always resolved prior to reading them.
From SKL onwards there is new scheme supported called the lossless
compression of single sampled color buffers. This is something that
is understood by the sampling engine and therefore resolving of
these types of buffers is not necessary before sampling.
This patch adds means to make the distinction when considering if
resolve is needed.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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In addition to simply calling miptree_create() the higher level
call intel_miptree_create() also considers if the buffer should
be associated with an auxiliary buffer based on the given format.
Here we are allocating an auxiliary buffer which in turn has such
format that would mislead intel_miptree_create_layout() later on
to try to associate the auxiliary buffer with an auxiliary buffer.
To prevent this the actual buffer creation logic was split out
into its own function. Lets invoke that instead.
v2 (Ben): Do not signal msaa layout with explicit argument but
using layout_flags instead.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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This allows ls, and scripts to get the file names in the correct order of
optimization.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The L3 partitioning code tries to look at all programs - both render
programs (VS/TCS/TES/GS/FS) and compute (CS).
After calling brw_clear_cache, all prog_data pointers are invalid and
point to freed data. The intention was that flagging the dirty bits for
all programs would cause the next draw call to re-run the atoms for each
program stage, uploading new programs and installing new, valid pointers.
However, this doesn't quite work in our new multi-pipeline world. When
drawing or dispatching a compute workload, we only consider the programs
for the appropriate pipeline: drawing sets up VS/TCS/TES/GS/FS, but not
CS, and vice versa. This leaves pointers dangling a bit longer than
intended.
The L3 configuration code tries to inspect the prog_data for all shader
stages, so that we avoid having to reconfigure it when swapping back and
forth between render and compute workloads. So we can't have dangling
pointers.
The fix is simple: have brw_clear_cache NULL out stale prog_data
pointers, making it safe to inspect. The next L3 configuration pass
will see either the render shaders or compute shader as missing for
one go around, but will pick them up when both pipelines have run.
In other words, we'll simply reconfigure L3 twice, which is safe,
if a tiny bit wasteful - but then again, we just threw every compiled
shader we had on the floor and started recompiling the from scratch,
which is massively more wasteful, so it's not much of a concern.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93790
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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If there is no pipe info log, we would unconditionally deref length,
which was only optionally there. _mesa_copy_string handles the source
being null, as well as the length, so may as well just always call it.
Fixes a segfault in
dEQP-GLES31.functional.state_query.program_pipeline.info_log
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Similar to commit dd9d2963d6 (mesa: AtomicBufferBindings should be
initialized to zero.), we should reset these to zero when unbinding.
This fixes a number of dEQP failures due to cross-test pollution. The
tests properly unbound everything, but when querying the values again,
the expectation was that they would be 0.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Similar as for AUX1-3, these enums aren't invalid (i.e. -1) but also not
supported by mesa. Returning BUFFER_COUNT causes the proper error to be
returned by ReadBuffer and other functions. This resolves some failures
in
dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.read_buffer
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes
dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.clear_bufferfv
and brings the logic up to spec with GL 4.5
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes
dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.clear_bufferuiv
and brings the logic up to spec with GL 4.5
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Might as well handle everything in the same error call.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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There's a hunk above which sets INVALID_ENUM for GL_DEPTH
unconditionally.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes
dEQP-GLES31.functional.state_query.texture.texture_2d_multisample.depth_stencil_mode_integer
and a few related tests.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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To get _mesa_num_tex_faces() prototype.
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To get _mesa_num_tex_faces() prototype.
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We were implementing those the same way than
the default pool, which is sub-optimal.
The buffer is supposed to return pointer to
a ram copy when user locks, and automatically
update the vram copy when needed.
v2: Rename NineBuffer9_Validate to NineBuffer9_Upload
Rename validate_buffers to update_managed_buffers
Initialize NineBuffer9 managed fields after the resource
is allocated. In case of allocation failure, when the dtor
is executed, This->base.pool is then rightfully set.
Signed-off-by: Axel Davy <[email protected]>
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For 32 bits, incoming stack is 4-byte aligned.
We need to realign the stack to 16-byte at some point,
or there are issues later (crash with SSE, llvm, etc).
This patch chooses to align the stack at API entry points.
Signed-off-by: Axel Davy <[email protected]>
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using MIN/MAX is fine instead of CLAMP.
NRM doesn't exist anymore.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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SQRT is not supported everywhere, so replace
it by RSQ + MUL and handle case <= 0.
Signed-off-by: Axel Davy <[email protected]>
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We had several issues of crashes with it.
This should fix it.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Add new argument to d3d9_to_pipe_format_checked to
be able to bypass format support checks. This argument
is set to TRUE when the requested Pool is SCRATCH.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Returns INVALIDCALL when trying to create a surface
of unsupported format.
In practice, apps are supposed to check for format
support before trying to create a render target
of that format. However some bad behaving apps
could just try to create the surface and deduce if
it failed that it wasn't supported.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Texture and CubeTexture use common code,
and thus ATI1/ATI2 is already implemented
for CubeTexture.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Clarify the behaviour and clean the checks
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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We were having checks at both Create*Texture functions
and in ctors.
Move all Create*Texture checks to ctors.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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This->base.base.resource is worth NULL
for SYSTEMMEM textures.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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We do not support shared textures, thus no need to set
the shared flag.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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We do not create a resource for SYSTEMMEM textures,
thus we do not need to set resource usage.
The only exception is vertexbuffer SYSTEMMEM, since
we do use a pipe resource for them.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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So it's near the other cube map helper functions.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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