| Commit message (Collapse) | Author | Age | Files | Lines |
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The TCS is the first tessellation shader stage, and the most
complicated. It has access to each of the control points in the input
patch, and computes a new output patch. There is one logical invocation
per output control point; all invocations run in parallel, and can
communicate by reading and writing output variables.
One of the main responsibilities of the TCS is to write the special
gl_TessLevelOuter[] and gl_TessLevelInner[] output variables which
control how much new geometry the hardware tessellation engine will
produce. Otherwise, it simply writes outputs that are passed along
to the TES.
We run in SIMD4x2 mode, handling two logical invocations per EU thread.
The hardware doesn't properly manage the dispatch mask for us; it always
initializes it to 0xFF. We wrap the whole program in an IF..ENDIF block
to handle an odd number of invocations, essentially falling back to
SIMD4x1 on the last thread.
v2: Update comments (requested by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The TES is essentially a post-tessellator VS, which has access to the
entire TCS output patch, and a special gl_TessCoord input. Otherwise,
they're very straightforward.
This patch implements SIMD8 tessellation evaluation shaders for Gen8+.
The tessellator can generate a lot of geometry, so operating in SIMD8
mode (8 vertices per thread) is more efficient than SIMD4x2 mode (only
2 vertices per thread). I have another patch which implements SIMD4x2
mode for older hardware (or via an environment variable override).
We currently handle all inputs via the pull model.
v2: Improve comments (suggested by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This field is used as a flag to optimise out any varyings that don't have
a matching varying on the other side of the interface.
The value should be the same for all varyings (except for SSO but we can't
optimise those) by the time they reach nir and are no longer be needed.
Acked-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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Also emits a method to properly bind the class to a subchannel, which
was missing previously. The kernel currently doesn't care, but this
will break if it ever decides to (ie. to support multiple sw classes).
Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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The kernel previously exposed incorrect classes for some of the chipsets
that this code supports. It no longer does, but the older object ioctls
have compatibility to avoid breaking userspace.
This needs to be fixed before switching over to the newer interfaces.
Rather than hardcoding chipset->class like the rest of the driver does,
this makes use of (new) sclass queries to determine what's available.
v2.
- update to use symbolic class identifier from <nvif/class.h>
Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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Switching to the newer libdrm entry-points tells libdrm that it's OK to
make use of newer kernel interfaces.
We want to be able to isolate any bugs to either the interfaces changes,
or the use of NVIF itself. As such, this commit has a slight hack which
forces libdrm to continue using the older kernel interfaces.
Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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The winsys layer would attempt to cleanup the nouveau_device if screen
init failed, however, in most paths the pipe driver would have already
destroyed it, resulting in accesses to freed memory etc.
This commit fixes the problem by allowing the winsys to detect whether
the pipe driver's destroy function needs to be called or not.
Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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Kills off a void cast.
Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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v2. update for libdrm nouveau_drm::lib_version removal
Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
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If oViewport is written, vertex reuse need to be turned off.
If oViewport is constant, vertex reuse is fine, and VPORT_PROVOKE_DISABLE
need to be set. (we don't have enough info to program VPORT_PROVOKE).
Fixes: arb_viewport_array-render-viewport-2 and some CTS tests.
v2: drop vport provoke write, drop initial state writing this
on evergreen, only program it on evergreen.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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If oViewport is written, vertex reuse need to be turned off.
If oViewport is constant, vertex reuse is fine, and VPORT_PROVOKE_DISABLE
need to be set. (We don't know if oViewport is constant so we
skip this.)
Fixes: arb_viewport_array-render-viewport-2 and some CTS tests.
v2: drop writing to provoke disable, drop write in initial
state.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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we always program this in shader stages atom now.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This rather silly mistake was introduced by commit 01910676.
Cc: "11.1" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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As per the docs.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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A trace of Alien Isolation hit this on nouveau.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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This function deals with vertex inputs and fragment
outputs, so we should count the attribute locations
correctly for the vertex inputs.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I was cleverly using one iteration to obtain a pointer to the last item
in ralloc's singly list child list, while also setting parents.
Unfortunately, I forgot to set the parent on that last item.
Cc: "11.1 11.0 10.6" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This fixes the calculations for transform feedback for doubles.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This doubles the element width for the types that are greater
than 2 elements wide.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This doesn't apply to other stages. This is only
used in the mesa/st code, which needs further fixes.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is a rewrite of vc4_opt_qpu_schedule.c to operate on QIR. Texture
fetch can probably take as much as the rest of the cycles of the program,
so it's important to hide our other cycles during it (which is hard to do
after register allocation). Also, we can queue up multiple texture
requests before collecting the resulting samples, so that we keep the
texture unit busy more of the time.
High-settings openarena performance +2.35849% +/- 0.221154% (n=7). Also
about 2-3% on the multiarb demo. 8 piglit tests
(ext_framebuffer_multisample accuracy depthstencil) go from failing in
rendering to failing in register allocation, but hopefully I can fix that
up with some better register pressure handling here.
total instructions in shared programs: 87723 -> 88448 (0.83%)
instructions in affected programs: 78411 -> 79136 (0.92%)
total estimated cycles in shared programs: 276583 -> 246306 (-10.95%)
estimated cycles in affected programs: 265691 -> 235414 (-11.40%)
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There's only high latency between a complete texture fetch setup and
collecting its result, not between each step of setting up the texture
fetch request.
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Fixes a regression I noticed after introducing scheduling on the QIR.
Cc: "11.1" <[email protected]>
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So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.
This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The old function didn't work for matrices, and we need this
in other places to fix some other problems, so move to a helper
in glsl type and fix the one user so far.
A dual slot double is one that has 3 or 4 components in it's
base type.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Oded Gabbay <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Don't use a bool here, as for some 64-bit fixes we need
the stage.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Oded Gabbay <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Android builds with -Werror=pointer-to-int-cast causing an error on 32-bit
builds.
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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For a select whose condition is any(v), instead of emitting
cmp.nz.f0(8) null<1>D g1<0,4,1>D 0D
mov(8) g7<1>.xUD 0x00000000UD
(+f0.any4h) mov(8) g7<1>.xUD 0xffffffffUD
cmp.nz.f0(8) null<1>D g7<4,4,1>.xD 0D
(+f0) sel(8) g8<1>UD g4<4,4,1>UD g3<4,4,1>UD
we now emit
cmp.nz.f0(8) null<1>D g1<0,4,1>D 0D
(+f0.any4h) sel(8) g9<1>UD g4<4,4,1>UD g3<4,4,1>UD
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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As in the previous patches, these can be implemented as
any(v) -> any_nequal(v, false)
all(v) -> all_equal(v, true)
and their removal simplifies the code in the next patch.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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The GLSL IR to TGSI/Mesa IR paths for any_nequal have the same
optimizations the ir_unop_any paths had.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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radeon_llvm_compile
Unify the cleanup paths of the function rather than duplicating code.
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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as it uses definition from it (enum tgsi_return_type).
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NaNs mean it should be clipped, otherwise the NaNs might get passed to the
next stages (if clipping didn't happen for another reason already), which
might cause all kind of problems.
The llvm path got this right already (possibly by luck), but this isn't used
when there's a gs active.
Found by code inspection, verified with some hacked piglit test and some more
hacked debug output.
(Note the clipper can still itself incorrectly generate NaN and INF position
values in its output prims (at least after w divide / viewport transform) even
if the inputs weren't NaNs, if the position data of the vertices is
"sufficiently bad".)
Reviewed-by: Brian Paul <[email protected]>
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Those stages only really work for OGL-style texturing (so number of samplers
and views mostly the same, certainly for the max values).
These get often set up all at once, thus there might be max number of both
even if all of them are just NULL. We must not set the max number of samplers
and views to the same value since that will lead to terrible things if a driver
supports more views than samplers (and the state tracker set up all the views).
(This will not make these stages magically work if a shader uses dx10-style
texturing, they might still replace an actually used sview in that case.)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Use PKG_CHECK_MODULES to get the flags to link libelf
v2: keep AC_CHECK_LIB as a fallback for elfutils provided
libelf that doesn't install a pkg-config file.
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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OpenGLES 3.1 cannot be enabled for gen 7 (Ivy Bridge, Haswell) since
they are still missing ARB_stencil_texturing.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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Previously we were checking the desktop OpenGL ARB_compute_shader
requirements, but for OpenGLES 3.1, the requirements are lower.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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The OpenGL ARB_compute_shader extension specfication requires at least
1024 for GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, whereas OpenGLES 3.1
only required 128.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previous OpenGLES 3.1 testing had been done when ARB_compute_shader
was overridden to enabled.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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