When emitting a branch in a block, it does not make sense to continue
processing further instructions, as they will not be reachable.
This fixes a nasty case with a loop with a branch that both then-part
and else-part exits the loop:
%1 = OpLabel
OpLoopMerge %2 %3 None
OpBranchConditional %false %2 %2
%3 = OpLabel
OpBranch %1
%2 = OpLabel
[...]
We know that block %1 will branch always to block %2, which is the merge
block for the loop. And thus a break is emitted. If we keep continuing
processing further instructions, we will be processing the branch
conditional and thus emitting the proper NIR conditional, which leads to
instructions after the break.
This fixes dEQP-VK.graphicsfuzz.continue-and-merge.
CC: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Usually the uniforms will be assigned locations and have their slots
counted automatically, but for builtin shaders the location assignment
is manual. So count them too otherwise we get num_uniforms == 0.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
call XShmDetach to allow X server to free shared memory
Fixes: bcd80be49a "drisw/glx: use XShm if possible"
Signed-off-by: Ray Zhang <zhanglei002@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This helps improve compile times. For example the shader-db dolphin
shader shaders/dolphin/ubershaders/120.shader_test goes from
~1.69 -> ~1.57 seconds on my machine with this change.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Some types of params such as some builtins are always padded. We
need to keep track of this so we can restore the list correctly.
Here we also remove a couple of cache entries that are not actually
required as they get rebuilt by the _mesa_add_parameter() calls.
This patch fixes a bunch of arb_texture_multisample and
arb_sample_shading piglit tests for the radeonsi NIR backend.
Fixes: edded12376 ("mesa: rework ParameterList to allow packing")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The optimization in 4cd1a0be76 introduced a replacement of :
cmp(8).z.f0.0 vgrf11.y:D, vgrf10.xxxx:D, vgrf2.xyyy:D
...
cmp(8).nz.f0.0 null.x:D, vgrf11.yyyy:D, 0D
By :
cmp(8).z.f0.0 vgrf15.x:D, vgrf10.xxxx:D, vgrf2.yyyy:D
...
mov(8) vgrf11.y:D, vgrf15.yyyy:D
The first cmp instruction is storing in x while the second mov is
sourcing from y. We need to take into account where the replacement on
the scan_inst destination is going to store thing so that the
replacement mov can source things from the correct location.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4cd1a0be76 ("i965/vec4: Propagate conditional modifiers from more compares to other compares")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109759
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Now that freedreno has create_with_modifiers(), this "hack" is needed to
make some cases work. Copied from vc4.
Fixes: 41ddf1d1
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
In freedreno_gmem.c, gmem_align of 0x8000 is used. Alignment used here
should be the same.
Fixes: 912a9c8d
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
When the output directory was changed, the BUILT_SOURCES and build-rule
target-path was no longer correct, leading to races to generate the
sources and compiling them.
Fix this by updating both sets of paths, so automake see what's going on
here.
Fixes: 773b3ceaca ("swr/rast: Fix autotools and scons codegen")
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Alok Hota <alok.hota@intel.com>
This is useful for r600 since there the abs source modifier is not supported
for ops with three sources
v2: Use correct logic to enable lowering to abs source mod (Eric Anhold)
Signed-off-by: Gert Wollny <gw.fossdev@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is a partial revert of 9d81cd ("virgl: Pass resource size and
transfer offsets").
The adjustments made in the client code means there's various
mismatches when transfering data.
Let's fallback to protocol version 0 and deprecate protocol
version 1. We can still use the protocol version 1 slots for
a shared memory transfer mechanism later.
Fixes:
dEQP-GLES31.functional.copy_image.mixed.viewclass_128_bits_mixed.*_renderbuffer
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
Header xmmintrin.h conditionally includes emmintrin.h that defines
_MM_DENORMALS_ZERO_MASK, add ifndef to fix this warning.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Otherwise with VNDK enabled we fail linking:
src/gallium/targets/dri/Android.mk: error: gallium_dri (native:vendor)
should not link to libbacktrace.vendor (native:vndk_private)
Option makes it possible to use libbacktrace only when VNDK is not
enabled.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Previously, we were guarded by an #ifdef, which is generally a bad form.
This patch instead guards them behind an environmental variable.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Additional VERTEX_ELEMENT_STATE are used to store basevertex and
baseinstance and drawid updating the DWordLength of the
3DSTATE_VERTEX_ELEMENTS command.
This passes all piglit tests for spec.*draw_parameters.* tests
and VK-GL-CTS KHR-GL45.shader_draw_parameters_tests.* tests.
Now we only mark a dirty_update when parameters are changed or
when we have an indirect draw.
We enable PIPE_CAP_DRAW_PARAMETERS on Iris.
There is no edge flag support in the Vertex Elements setup.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Currently clover will advertise any device that advertises
PIPE_CAP_COMPUTE, even if they do not support PIPE_SHADER_IR_NATIVE,
which is the IR used internally by clover.
This avoids clover advertising devices as available even though they
actually are not supported.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Program linking options are only valid if the library was created with
the `-enable-link-options` option, which itself is only valid when
creating a library, and only when creating an executable.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
If creating a library, do not allow non-compiled object in it, as
executables are not allowed, and libraries would make it really hard to
enforce the "-enable-link-options" flag.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Aaron Watry <awatry@gmail.com>
From the OpenCL 1.2 Specification, Section 5.6.2 (about clBuildProgram):
> If program is created with clCreateProgramWithBinary, then the
> program binary must be an executable binary (not a compiled binary or
> library).
Reviewed-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
* Avoid warnings from references to deprecated CL 1.0, 1.2, 2.0 and 2.1 APIs.
* Avoid warnings from not defining CL_TARGET_OPENCL_VERSION.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Seems like dxvk used integer builtins without setting the flat
interpolation decoration.
I believe in the current spec the app is required to set these,
but in the meantime to avoid breaking things in stable releases
(and so close to release for 19.0), only expand the interpolation
to float16 and struct (which cannot be builtins as our spirv parser
lowers the builtin block).
Fixes: f324784104 "radv: Allow interpolation on non-float types."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Array index should come before sample-id. And exclude all isam variants
(which take integer texel coords) from adding of offset.
Fixes dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_*_2d_array
Signed-off-by: Rob Clark <robdclark@gmail.com>
We also need to put in the output mov. Possibly we could just fixup the
output register to read it directly from the dummy, but that is more
work and I guess dEQP is probably the only time you encounter this.
Fixes dEQP-GLES31.functional.shaders.opaque_type_indexing.atomic_counter.const_literal_fragment
Signed-off-by: Rob Clark <robdclark@gmail.com>
The indirect offset does not effect the index buffer size. Fixes all of
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawelements_combined_grid_100x100_drawcount_*
with drawcount > 1.
Signed-off-by: Rob Clark <robdclark@gmail.com>
We weren't propagating the array info for cases where result of atomic
is array/reg. This can happen, for example, if result is part of a phi
web lowered to regs.
Fixes dEQP-GLES31.functional.ssbo.atomic.compswap.*
Signed-off-by: Rob Clark <robdclark@gmail.com>
Fixes a bunch of deqp ssbo tests that use multiple ssbo blocks packed
into a single buffer.
Note the a5xx value seems suspicious, but this is what blob seems to
advertise.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Use the (nopN) encoding for slightly denser shaders.. this lets us fold
nop instructions into the previous alu instruction in certain cases.
Shouldn't change the # of cycles a shader takes to execute, but reduces
the size. (ex: glmark2 refract goes from 168 to 116 instructions)
Currently only enabled for a6xx, but I think we could enable this for
a5xx and possibly a4xx.
Signed-off-by: Rob Clark <robdclark@gmail.com>
We were overflowing instrlen (which is # of groups of 16 instructions)
in a couple dEQP tests, causing gpu hangs:
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.13
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.20
Signed-off-by: Rob Clark <robdclark@gmail.com>
This fixes a failed assertion in glDeleteLists() for the following
case:
list = glGenLists(1);
glDeleteLists(list, 1);
when those are the first display list commands issued by the
application.
When we generate display lists, we plug in empty lists created with
the make_list() helper. This function uses the OPCODE_END_OF_LIST
opcode but does not call dlist_alloc() which would set the
InstSize[OPCODE_END_OF_LIST] element to non-zero.
When the empty list was deleted, we failed the InstSize[opcode] > 0
assertion.
Typically, display lists are created with glNewList/glEndList so we
set InstSize[OPCODE_END_OF_LIST] = 1 in dlist_alloc(). That's why
this bug wasn't found before.
To fix this failure, simply initialize the InstSize[OPCODE_END_OF_LIST]
element in make_list().
The game oolite was hitting this.
Fixes: https://github.com/OoliteProject/oolite/issues/325
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Calculating the scissor rectangle fields with the y flipped (0 on top)
can generate negative values that will cause assertion failure later on
as the scissor fields are all unsigned. We must clamp the bbox values
again to make sure they don't exceed the fb_height. Also fixed a
calculation error.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108999https://bugs.freedesktop.org/show_bug.cgi?id=109594
v2:
- I initially clamped the values inside the if (Y is flipped) case
and I made a mistake in the calculation: the clamp of the bbox[2] should
be a check if (bbox[2] >= fbheight) bbox[2] = fbheight - 1 instead and I
shouldn't have changed the ScissorRectangleYMax calculation. As the
fixed code is equivalent with using CLAMP instead of MAX2 at the top of
the function when bbox[2] and bbox[3] are calculated, and the 2nd is more
clear, I replaced it. (Nanley Chery)
v3:
- Reversed the CLAMP change in bbox[3] as the API guarantees that the
viewport height is positive. (Nanley Chery)
v4:
- Added nomination for the mesa-stable branch and the link to the second
bugzilla bug (Nanley Chery)
CC: <mesa-stable@lists.freedesktop.org>
Tested-by: Paul Chelombitko <qamonstergl@gmail.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This DTD can be used to validate the output and make sure any parsers
out there can handle it:
$ xmllint --noout --valid driinfo.xml
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
The Loader/Validation-Layers repository allow the user to choose where
header files are installed. On my system I choose /usr/include
thinking it was the obvious "base" location, but it turns out the
headers end up being installed right there rather in a vulkan
subdirectory. On Debian/Ubuntu the selected installation path is
/usr/include/vulkan, so just go with that.
Hopefully other distro don't choose another path.
Note that the validation layer doesn't provide a .pc file so we have
no way of querying where the headers are installed.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109739
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
If the first time a fork was created, the job creating the containers was
manually cancelled, this would have left the fork unable to use the CI
(until the next automatic regeneration of the container).
Avoid this by always running the container-generation job, even though
99% of the time it will spin up, see that the container exists and shut
down.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
It's the current maximum supported by the kernel. Stay consistent with
the rest of Mesa and use the same number.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Some platforms lack O_CLOEXEC. The loader_open_device() handles those
appropriately, so use the helper.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Earlier commit introduced support for haiku yet did not properly
annotate the loader/xmlconfig dependencies.
Thus we ended up adding inc_loader for each !haiku platform - see
659910eda09a96bf0ecdc731508b98ec6cb01e21.
One piece remained though - the wayland platform. Hence the following
would fail:
meson -Dgallium-drivers=etnaviv -Ddri-drivers=''\
-Dtools=etnaviv -Dplatforms=wayland -Dglx=disabled \
build/
Cc: Alexander von Gluck IV <kallisti5@unixzen.com>
Reported-by: Boris Brezillon <boris.brezillon@collabora.com>
Fixes: 834d221512 ("meson: Add Haiku platform support v4")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Tested-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
The difference between the three functions is the list of mandatory
driver extensions. Pass that as an argument to the common helper.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Fixes following valgrind warning:
==27561== Conditional jump or move depends on uninitialised value(s)
==27561== at 0x667856B: value_set_ssa_components (nir_opt_copy_prop_vars.c:78)
==27561== by 0x667A1C4: copy_prop_vars_block (nir_opt_copy_prop_vars.c:797)
Fixes: 62332d139c "nir: Add a local variable-based copy propagation pass"
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
If we have a MOV of a uniform value available to spill, that's one of our
best choices. We can just not spill the value, and emit a new load of the
uniform as the fill. This saves bothering the TMU and the thrsw, and is
the same cost in uniforms (since the spill offset is a uniform anyway).
This doesn't have a huge impact on shader-db, since there aren't a whole
lot of spills and we usually copy-prop the uniforms at the VIR level such
that the only uniform MOVs are from vir_lower_uniforms:
total instructions in shared programs: 6430292 -> 6430279 (<.01%)
total uniforms in shared programs: 2386023 -> 2385787 (<.01%)
total spills in shared programs: 4961 -> 4960 (-0.02%)
total fills in shared programs: 6352 -> 6350 (-0.03%)
However, I'm interested in dropping the uniforms copy-prop in the backend,
since it would be cheaper to not load repeated uniforms if we have the
registers to spare. This also saves many spills on
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.20, which is what
motivated a bunch of my recent backend work in the first place:
before: 46 spills, 106 fills, 3062 instructions
after: 0 spills, 0 fills, 2611 instructions
Since using bitmasks we can easily check if we have any
current value that is potentially uploaded on array setup.
So check for any potential vertex program input that is not
already a vao enabled array. Only flag array update if there is
a potential overlap.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Fix the logic for buffer full check on alloc.
This patch just takes the fix Nicolai attached to the bug report
and updates it to work on master.
Fixes: e0f0d3675d ("radeonsi: factor si_query_buffer logic out of si_query_hw")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109561
The nir_builder swizzling improvement to not emit extra MOVs resulted in
nir_lower_tex() trying to rewrite an SSA def to itself, triggering the
assert on all texturing in v3d. There's no work to be done in this case,
so just stop asserting.
Fixes: 743700be1f ("nir/builder: Don't emit no-op swizzles")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
If no framebuffer is bound, get the number of samples and the
image format from the render pass.
This fixes new CTS dEQP-VK.geometry.layered.*.secondary_cmd_buffer.
Cc: 18.3 19.0 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is a common pattern from HLSL->SPIRV translation
and supported in HW by all current NIR backends.
vkpipeline-db results anv (SKL):
total instructions in shared programs: 6403130 -> 6402380 (-0.01%)
instructions in affected programs: 204084 -> 203334 (-0.37%)
helped: 208
HURT: 0
total cycles in shared programs: 1915629582 -> 1918198408 (0.13%)
cycles in affected programs: 1158892682 -> 1161461508 (0.22%)
helped: 107
HURT: 86
shader-db results on i965 (KBL):
total instructions in shared programs: 15284592 -> 15284568 (<.01%)
instructions in affected programs: 81683 -> 81659 (-0.03%)
helped: 24
HURT: 0
total cycles in shared programs: 375013622 -> 375013932 (<.01%)
cycles in affected programs: 40169618 -> 40169928 (<.01%)
helped: 13
HURT: 9
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
SPIR-V shifts are undefined for values >= bitsize, but SM5 shifts
are defined to only use the least significant bits.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For split indirect sends we have to put the EOT parameter in the
extended descriptor as well as the instruction itself so just calling
brw_inst_set_eot is insufficient. Moving the EOT handling handling into
the send_indirect_[split]_message helper lets us handle it properly.
The extension NV_depth_clamp is written against OpenGL 1.2.1, and
since GLES 2.0 is based on GL 2.0 there is no reason not to enable
this extension also for GLES >= 2.0.
v2: Use EXT_depth_clamp that has been proposed to Khronos
v3: - Fix check for extension availability (Erik Faya-Lund)
- Also fix the test in is_enabled
v4: - Test both, ARB and EXT extension (Erik)
v5: - Fix white space errors (Erik)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
I was converting them at pipe_surface creation time, but not when
answering queries about whether formats support rendering. This caused
a lot of FBO incomplete errors for formats that ought to be supported.
Fixes "Child of Light", which uses PIPE_FORMAT_R8G8B8X8_UNORM_SRGB.
Also fixes Witcher 1 using wined3d (GL) according to Timur Kristóf.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109738
For texture attachments, 'f' is texImg->_BaseFormat, but for
renderbuffer attachments, 'f' is att->Renderbuffer->InternalFormat.
InternalFormat may be something like GL_RGB8, which causes our
(f == GL_RGB) check to fail. Switch to using a proper _BaseFormat,
which drops the size.
Fixes dEQP-GLES31.functional.draw_buffers_indexed.random.
max_required_draw_buffers.15 on iris when combined with a driver fix.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
apply_implicit_conversion only converts and check base types but we
need actual type equality for function returns, otherwise you can
return a vec2 from a function declared as returning a float.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
On MRT-capable systems, the framebuffer format is encoded as a 64-bit
word in the render target descriptor. Previously, the two 32-bit
words were exposed as opaque hex values. This commit identifies a 12-bit
Mali swizzle and a 2-bit channel counter, removing some of the magic. It
also adds decoding support for the AFBC and MSAA enable bits, which were
already known but otherwise ignored in pandecode.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
These ops were discovered by invoking the correspondingly names GLSL
functions. The rounding ops here behave exact as expected and are mapped
to their corresponding NIR ops where applicable. The ffma behaves as a
LUT instruction and requires some special argument packing (since
Midgard normally only allows for 2 arguments); this quirk will be
addressed in the future, but for now FMA is still lowered.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This flag corresponds to what was MEM_COHERENT_LOCAL in the vendor
driver, which seems to influence the cache policy, necessary for the
varying temporary storage but nothing else.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Potentially, the kernel could optimize these allocations, or perhaps we
can save on mapping costs.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
For reasons that are still unclear (speculation included in the comment
added in this patch), the tiler? metadata has a fast path that we were
not enabling; there looks to be a possible time/memory tradeoff, but the
details remain unclear.
Regardless, this patch improves performance dramatically. Particular
wins are for geometry-heavy scenes. For instance, glmark2-es2's
Phong-shaded bunny, rendering at fullscreen (2400x1600) via GBM, jumped
from ~20fps to hitting vsync cap at 60fps. Gains are even more obvious
when vsync is disabled, as in glmark2-es2-wayland.
With this patch, on GLES 2.0 samples not involving FBOs, it appears
performance is converging with (and sometimes surpassing) the blob.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
The nir_swizzle helper is used some on it's own but it's also called by
nir_channel and nir_channels which are used everywhere. It's pretty
quick to check while we're walking the swizzle anyway whether or not
it's an identity swizzle. If it is, we now don't bother emitting the
instruction. Sure, copy-prop will clean it up for us but there's no
sense making more work for the optimizer than we have to.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This header has been unused since f8f2520e88 ("st/mesa: Remove
unnecessary headers"). And in the more than 8 years since, this
hasn't been useful. So let's just get rid of it.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
From the bash manual:
string1 == string2
string1 = string2
True if the strings are equal. = should be used with the test
command for POSIX conformance.
Test using array deref on vectors in loads and stores. These are
marked DISABLED_ as this optimization is currently not done.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Replace find_next_intrinsic(intrinsic, after) with
get_intrinsic(intrinsic, index). This makes slightly more convenient
to check the resulting loads/stores/copies, since in most tests we
know which one we care about. The cost is to perform more traversals,
but for such tests this is not a problem.
Added the ASSERT_EQ() on count to some tests missing it, so the
indices queried are always expected to find something.
Also, drop two nir_print_shader leftover calls in a test.
v2: Remove redundant assertions. nir_src_comp_as_uint already
assert what we need. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
When a copy_entry is SSA, store not only the nir_ssa_def* for each
component, but also the source component they come from. At the
moment this is always a match (i.e. 'component[i] == i'), because all
the operations for a copy_entry happen using definitions with the same
size. This prepares the code for array_derefs of vectors, in which
'component[i] != i'.
Also, extract setting all SSA components into a function of its own.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Disabled by default, to be used during development. Adding those
so I don't rewrite some ad-hoc version of them everytime I'm working
with this pass.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For now these derefs are not handled, so don't let these get into the
copies list -- which would cause wrong propagations. For load_derefs,
do nothing. For store_derefs, invalidate whatever the store is
writing to. For copy_derefs, invalidate whatever the copy is writing
to.
These cases will happen once derefs to SSBOs/UBOs are kept around long
enough to get optimized by copy_prop_vars.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Rather than only lowering if all srcs are scalarizable we instead
check that at least one src is scalarizable.
We change undef type to return false otherwise it will cause
regressions when it is the only scalarizable src.
total instructions in shared programs: 13219105 -> 13024547 (-1.47%)
instructions in affected programs: 1153797 -> 959239 (-16.86%)
helped: 581
HURT: 74
total cycles in shared programs: 333968972 -> 324807922 (-2.74%)
cycles in affected programs: 129809402 -> 120648352 (-7.06%)
helped: 571
HURT: 131
total spills in shared programs: 57947 -> 29130 (-49.73%)
spills in affected programs: 53364 -> 24547 (-54.00%)
helped: 351
HURT: 0
total fills in shared programs: 51310 -> 25468 (-50.36%)
fills in affected programs: 44882 -> 19040 (-57.58%)
helped: 351
HURT: 0
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This fixes a bug where SWR will fail to render in cases with large
buffer allocations, e.g. very large meshes whose vertex buffers exceed
2GB
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Note that emit_intrinsic_load_image() already swaps a .3d flag with an
.a flag. I tried doing things the other way around (going back to .3d)
but that didn't work. And treating cube images as 2d array is also what
blob does, so let's just go with that.
Fixes dEQP-GLES31.functional.image_load_store.cube.load_store.*
Signed-off-by: Rob Clark <robdclark@gmail.com>
Fixes nearly all of dEQP-GLES31.functional.texture.border_clamp.* when
run after a test that binds textures used in vertex shader.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Fixes dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.const_literal.vertex.samplercubeshadow
and few other similar tests that do multiple texture fetches into
individual components of a packet output. Mostly works around the
issue mentioned in ra_block_find_definers().
Signed-off-by: Rob Clark <robdclark@gmail.com>
vulkan_core.h defines non-dispatchable handles as (struct object *)
on 64-bit systems, but uint64_t on 32-bit systems. The former can be
implicitly cast to void *, but the latter requires an explicit cast.
While here, %lu is the wrong format specifier for uint64_t on 32-bit
systems, so use PRIu64, fixing a warning.
Reported-by: Mike Lothian <mike@fireburn.co.uk>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
On one side, when emitting 3DSTATE_SF, VertexSubPixelPrecisionSelect is
used to select between 8 bit subpixel precision (value 0) or 4 bit
subpixel precision (value 1). As this value is not set, means it is
taking the value 0, so 8 bit are used.
On the other side, in the Vulkan CTS tests, if the reference rasterizer,
which uses 8 bit precision, as it is used to check what should be the
expected value for the tests, is changed to use 4 bit as ANV was
advertising so far, some of the tests will fail.
So it seems ANV is actually using 8 bits.
v2: explicitly set 3DSTATE_SF::VertexSubPixelPrecisionSelect (Jason)
v3: use _8Bit definition as value (Jason)
v4: (by Jason)
anv: Explicitly set 3DSTATE_CLIP::VertexSubPixelPrecisionSelect
This field was added on gen8 even though there's an identically defined
one in 3DSTATE_SF.
CC: Jason Ekstrand <jason@jlekstrand.net>
CC: Kenneth Graunke <kenneth@whitecape.org>
CC: 18.3 19.0 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
float16 types can have non-flat interpolation so set up the HW
correctly for that.
Fixes: 62024fa775 "radv: enable VK_KHR_16bit_storage extension / 16bit storage features"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
It causes more trouble than it's worth. Now vl tries to create compute
shaders without all the proper checking. Since there's really no
(current) way to use compute on nv50, just mark it disabled.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109742
Fixes: f6ac0b5d71 ("gallium/auxiliary/vl: Add compute shader to support video compositor render")
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Fixes the following building error:
including ./external/mesa/Android.mk ...
build/core/base_rules.mk:183: *** external/mesa/src/intel:
MODULE.TARGET.STATIC_LIBRARIES.libmesa_isl_tiled_memcpy already defined by external/mesa/src/intel.
make: *** [build/core/ninja.mk:164: out/build-android_x86_64.ninja] Error 1
ISL_TILED_MEMCPY_FILES is isl/isl_tiled_memcpy_normal.c
and that source file includes isl_tiled_memcpy.c source
Fixes: 96bb328 ("iris: add Android build")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This is needed for gen_clflush.h intrinsics to work on 32-bit builds.
i965 and anv both set these, and iris needs to as well.
Tested-by: Mark Janes <mark.a.janes@intel.com>
Even though the hardware spec claims that any "integer DWord multiply"
operation is affected by the regioning restrictions of CHV/BXT/GLK,
this is inconsistent with the behavior of the simulator and with
empirical evidence -- Return false from has_dst_aligned_region_restriction()
for such instructions as a micro-optimization.
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Strides up to 32B can be implemented for the source regions of most
instructions by leveraging either the vertical or the horizontal
stride of the hardware Align1 region. The main motivation for this is
that currently the lower_integer_multiplication() pass will happily
double the stride of one of the 32-bit sources, which can blow up if
the stride of the original source was already the maximum value
allowed by the hardware.
An alternative would be to use the regioning legalization pass in
order to lower such strides into the composition of multiple legal
strides, but that would be somewhat less efficient.
This showed up as a regression from my commit cbea91eb57
in Vulkan 1.1 CTS tests on CHV/BXT platforms, however it was really a
pre-existing problem that had affected conformance on other platforms
without native support for integer multiplication. CHV/BXT were
getting around it because the code I removed in that commit had the
"fortunate" side effect of emitting narrower regions that didn't hit
the hardware stride limit after lowering. Beyond fixing the
regression this fixes ~90 additional Vulkan 1.1 subgroup CTS tests on
ICL (that's why this patch is marked for inclusion in mesa-stable even
though the original regressing patch was not).
According to Jason, a nearly equivalent change had been committed
previously as e8c9e65185 and then (mistakenly?) reverted as
a31d038208.
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109328
Reported-by: Mark Janes <mark.a.janes@intel.com>
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This is required in combination with the following commit, because
otherwise if a source region with an extended 8+ stride is present in
the instruction (which we're about to declare legal) we'll end up
emitting code that attempts to write to such a region, even though
strides greater than four are still illegal for the destination.
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Because the "low" temporary needs to be accessed with word type and
twice the original stride, attempting to preserve the alignment of the
original destination can potentially lead to instructions with illegal
destination stride greater than four. Because the CHV/BXT alignment
restrictions are now being enforced by the regioning lowering pass run
after lower_integer_multiplication(), there is no real need to
preserve the original strides anymore.
Note that this bug can be reproduced on stable branches, but
back-porting would be non-trivial, because the fix relies on the
regioning lowering pass recently introduced.
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Currently the execution type calculation will return a bogus value in
cases like:
mov_indirect(8) vgrf0:w, vgrf1:w, vgrf2:ud, 32u
Which will be considered to have a 32-bit integer execution type even
though the actual indirect move operation will be carried out with
16-bit precision.
Similarly there's no need to apply the CHV/BXT double-precision region
alignment restrictions to such control sources, since they aren't
directly involved in the double-precision arithmetic operations
emitted by these virtual instructions. Applying the CHV/BXT
restrictions to control sources was expected to be harmless if mildly
inefficient, but unfortunately it exposed problems at codegen level
for virtual instructions (namely the SHUFFLE instruction used for the
Vulkan 1.1 subgroup feature) that weren't prepared to accept control
sources with an arbitrary strided region.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109328
Reported-by: Mark Janes <mark.a.janes@intel.com>
Fixes: efa4e4bc5f "intel/fs: Introduce regioning lowering pass."
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This reduces the time spent in nir_opt_cse() by almost a half.
The massif tool from callgrind reported no change in peak
memory use with the large doliphin uber shaders I used for
testing.
Reviewed-by: Thomas Helland<thomashelland90@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This currently regresses KHR-GL4x.compute_shader.resource-texture,
but that's a pre-existing bug (https://bugs.freedesktop.org/109113)
which should be fixed up once we have fast clear support.
If we change the aux state for a given resource, we need to re-emit the
binding table pointers for any stage that has such resource bound. Since
we don't track that, flag IRIS_ALL_DIRTY_BINDINGS and emit all of them.
If iris_resource_get_handle() gets called without a context, we can't
resolve the resource. Hopefully it shouldn't be compressed anyway, so
let's just add an assert to ensure it's correct.
CCS_E can fall back to CCS_D with incompatible format views
CCS_D is pretty useless without fast clears and we may as well use NONE,
but we're surely going to hook those up at some point, so may as well
just go ahead and do it now...
We can safely assume that the given resource is depth, depth/stencil,
or stencil already. The stencil-only case is easily detectable with
a single format check, and all other cases are handled identically.
This saves some CPU overhead.
This just moves the code for dealing with pipe_shader_state /
pipe_compute_state / iris_uncompiled_shader to the end of the file.
Now that those do precompiles, they want to call the actual compile
functions. Putting them at the end eliminates the need for a bunch
of prototypes.
Caio noted that this is not necessary on Gen8+:
"Before Gen8, there was a historical configuration control field to
swizzle address bit[6] for in X/Y tiling modes. This was set in
three different places: TILECTL[1:0], ARB_MODE[5:4], and
DISP_ARB_CTL[14:13]. For Gen8 and subsequent generations, the
swizzle fields are all reserved, and the CPU's memory controller
performs all address swizzling modifications."
Since we don't support earlier hardware, we can skip it entirely.
The Vulkan driver only sets this if color writes are disabled, which
is more conservative - but would require us to inspect blend state.
(If color writes are enabled, we don't need to force anything, because
the internal signal is already correct. But it shouldn't hurt to do so.)
I was misreading i965 - the 3DSTATE_WM::PixelShaderKillsPixel bit from
Gen < 8 needed all of this, but the 3DSTATE_PS_EXTRA bit only needs
prog_data->uses_kill.
Suggested by Chris Wilson, if only to make it obvious to the human
readers that these are volatile reads. It may also be necessary for
the compiler in a few cases.
When switching from bo_wait to sync-points, I missed that we turned an
if (not landed) bo_wait into a while (not landed) check_syncpt(), which
has a timeout of 0. This meant, rather than sleeping until the batch
is complete, we'd busy-loop, continually asking the kernel "is the batch
done yet???". This is not what we want at all - if we wanted a busy
loop, we'd just loop on !snapshots_landed. We want to sleep.
Add an effectively infinite timeout so that we sleep.
Instead of allocating 4K BO per query object, we can create a large blob
of memory and split it into pieces as required.
Having one BO for multiple query objects, we don't want to wait on all
of them, instead when we write last snapshot, we create a sync point, and
check syncpoints while waiting on particular object.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
I inherited this from i965. It would be nice to track the state size
so INTEL_DEBUG=color,bat decoding can print the right number of e.g.
binding table entries or blend states, but...without a single point
of entry for state, it's a little tricky to get right. Punt for now,
and drop the dead code in the meantime.
i965 re-emits 3DSTATE_CONSTANT_* on every batch, so there's no point in
restoring the constants from the context. Iris actually re-pins the
constant buffers properly across the batch, and avoids re-emitting the
constant packets unless it's necessary. So, we don't want ISP_DIS.
Previously I had a hack in st/mesa to make it stop remapping
VARYING_SLOT_* into the naively compacted slots, which aren't
what we want. But that wasn't very feasible, as we'd have to
update all drivers, or add capability bits, and it gets messy fast.
It turns out that I can map back to VARYING_SLOT_* in about 5 LOC,
so let's just do that. It removes the need for hacks, and is easy.
This also fixes KHR-GL46.enhanced_layouts.xfb_capture_struct, which
apparently with my hack was still getting the wrong slot info.
1. Set a render condition. We emit it immediately on the render
engine, and stash q->bo as ice->state.compute_predicate in case
the compute engine needs it.
2. Clear the render condition. We were incorrectly leaving a stale
compute_predicate kicking around...
3. Dispatch compute. We would then read the stale compute predicate,
and try to load it into MI_PREDICATE_DATA. But q->bo may have been
freed altogether, causing us to try and use garbage memory as a BO,
adding it to the validation list, failing asserts, and tripping
EINVALs in execbuf.
Huge thanks to Mark Janes for narrowing this sporadic GL CTS failure
down to a list of 48 tests I could easily run to reproduce it. Huge
thanks to the Valgrind authors for the memcheck tool that immediately
pinpointed the problem.
In st_nir_lower_uniforms_to_ubo() all UBO access in the shader have
its index incremented to open room for uniforms in constbuf0. So if
we use UBOs, we always need to include the extra binding entry in the
table.
To avoid doing this checks both when compiling the shader and when
assigning binding tables, store the num_cbufs in iris_compiled_shader.
Fixes a bunch of tests from Piglit and CTS that use UBOs but don't use
uniforms or system values. Note that some tests fitting this criteria
were passing because the UBOs were moved to be push
constants (avoiding the problem).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
iris_bufmgr allocates addresses across the entire screen, since buffers
may be shared between multiple contexts. There used to be a single
special address, IRIS_BINDER_ADDRESS, that was per-context - and all
contexts used the same address. When I moved to the multi-binder
system, I made a separate memory zone for them. I wanted there to be
2-3 binders per context, so we could cycle them to avoid the stalls
inherent in pinning two buffers to the same address in back-to-back
batches. But I figured I'd allow 100 binders just to be wildly
excessive/cautious.
What I didn't realize was that we need 2-3 binders per *context*,
and what I did was allocate 100 binders per *screen*. Web browsers,
for example, might have 1-2 contexts per tab, leading to hundreds of
contexts, and thus binders.
To fix this, we stop allocating VMA for binders in bufmgr, and let
the binder handle it itself. Binders are per-context, and they can
assign context-local addresses for the buffers by simply doing a
ringbuffer style approach. We only hold on to one binder BO at a
time, so we won't ever have a conflicting address.
This fixes dEQP-EGL.functional.multicontext.non_shared_clear.
Huge thanks to Tapani Pälli for debugging this whole mess and
figuring out what was going wrong.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
We use > for IRIS_MEMZONE_DYNAMIC because IRIS_BORDER_COLOR_POOL_ADDRESS
lives at the very start of that zone. However, IRIS_MEMZONE_SURFACE and
IRIS_MEMZONE_BINDER are normal zones. They used to be a single zone
(surface) with a single binder BO at the beginning, similar to the
border color pool. But when I moved us to multiple binders, I made them
have a real zone (if a small one). So both zones should use >=.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
INTEL_DEBUG=reemit was breaking streamout tests, by re-emitting
3DSTATE_SO_BUFFER commands that tell the HW to zero the SO write
offsets. We would need to alter them to use 0xFFFFFFFF for the offset.
Also, have each upload function only flag bits relevant to its own
pipeline.
I think this was an attempt to work around various sample mask bugs I
had early on. It's not correct. A sample mask of 0 is legal and means
to disable all samples.
Fixes dEQP-GLES31.functional.texture.multisample.*.*sample_mask*
I had a hack in place earlier to pass the query type as q->index
for the regular statistics query, but we ended up adjusting the
interface and adding a new query type. Use that instead, fixing
pipeline statistics queries since the rebase.
We were dividing by 4 in calculate_result_on_gpu(), and also in
iris_get_query_result(). We should stop doing the latter, and instead
divide by 4 in calculate_result_on_cpu() as well.
Otherwise, if snapshots were available, and you hit the
calculate_result_on_cpu() path, but requested it be written to a QBO,
you'd fail to get a divide.
This is an awkward corner case. We create batches in order, each of
which creates and pins a BO. The other batches may not be set up yet,
so it may not be safe to ask whether they reference a BO.
Just avoid this for now. We could avoid it for other context-local BOs
too, but we currently don't have a flag for that (and I'm not certain
whether it's worth it).
Various places in the transfer code need to know whether they must
read the existing resource's values. Rather than checking both flags
everywhere, just make PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE also flag
PIPE_TRANSFER_DISCARD_RANGE - if we can discard everything, we can
discard a subrange, too.
Obviously, we can do better for PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE,
but eventually u_threaded_context should handle swapping out buffers
for new idle buffers, anyway. In the meantime, this is at least better.
BLORP uses the render engine to write to buffers, and we need to flush
that data out to the actual surface (finishing the write). Then, the
rest of this function invalidates any caches that might have stale data
which needs to be refetched.
I don't know if this is required - surprisingly, I haven't seen it
matter - but I'd like to use it for multi-slice transfer maps. We may
as well do the right thing.
There are a variety of ways to fix this, many of which are simple, but
I could use some advice on which ones other people prefer, and so we'll
punt until after the holidays.
We were relying on CSE/GVN/etc to coalesce all intrinsics that load the
same value, but that's a bad idea. We might have a couple intrinsics
that reload the same value. If so, we only want to set up the uniform
on the first one we see.
System values are built-in uniforms. We set them up as UBO values, and
might pull or push them. UBO push analysis will take care of that. We
only want to enable push constants if there's an actual range being
pushed. Otherwise, we might get into a scenario where 3DSTATE_PS
enables push constants but 3DSTATE_CONSTANT_PS isn't pushing anything.
This fixes GPU hangs in Broadwell image load store tests which have
unused image param system values but no other uniforms. (We shouldn't
be making those anyway, but that's a separate fix...)
cso_fb->layers is only valid for no-attachment framebuffers. Use the
helper function to get the real value, then stash it so we don't have
to call the helper function on the old value for comparison, or at draw
time for Force Zero RTA Index setting.
This fixes Force Zero RTA Index being set even when attempting layered
rendering.
Both 'z' and 'depth' are counted in slices, according to the Gallium
docs (context.rst). In our temporary memory, we allocate `box.depth`
slices, so we need to rebase the starting slice (box.z) down to 0,
and back again when writing on unmap.
There's nothing strange about cubes here.
Gen9-10 have fewer than 4 subslices per slice, so they need this to be
rounded up. Gen11 isn't documented as needing this hack, and it can
also have more than 4 subslices, so the hack actually can break things.
Fixes tests/spec/arb_enhanced_layouts/execution/component-layout/
sso-vs-gs-fs-array-interleave
I was using the Gallium API wrong. set_* functions with start_slot
and count parameters are supposed to update a subrange of the items.
I had been trashing all bound vertex buffers and starting over.
This should hopefully also make it easier to slot in additional
VERTEX_BUFFER_STATEs at draw time, say, for shader draw parameters.
Note that at least following additional libs/components require changes
since they refer to BOARD_GPU_DRIVERS variable which is used to select
the driver:
- mixins
- minigbm
- libdrm
- drm_gralloc
v2: (feedback by Gustaw Smolarczyk) Fix trailing \ in a few cases
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
(cleaned up by Ken - make sure a bunch of things were more obviously
not using res->surf, do allow checking res->surf.tiling == LINEAR,
drop format cpp checks that aren't needed, drop memzone handling for
images, assume buffers / non-buffers in a few places...)
Dave fixed it to consider whether the sampler view is a cube.
With that, there's no point (possibly harm) in looking if the original
resource was a cube...if it's an array view, we don't want to treat it
as a cube anymore...
This is supposed to exclude single address zones. We were getting
too many VMA allocators but failing to set them up, which worked out
because we also forgot to destroy them...
We were being very picky about things being Y tiled. But, not
everything can be - for example, > 16382 surfaces on SKL GT1-3
have to fall back to linear.
Instead, give ISL options and let it pick.
dead since my program cache API rework. we could still use it for one
function, but it's so trivial to pass the size, that it's probably not
worth the extra code
This exposes iris_upload_shader() without having to bind it, which will
be useful for precompiles. It also lets us examine the old programs and
flag dirty bits at a higher level, rather than cramming all that
knowledge into the cache layer.
When we blit, transfer, or copy_resource to a buffer, we need to flush
to ensure any stale data for that buffer is invalidated in the caches.
bind_history will inform us which caches need to be flushed.
Also, for any push constant buffers, we need to flag those dirty so
that we re-emit 3DSTATE_CONSTANT_*, causing the data to be re-pushed.
Size can be too large for a surf, blorp_buffer_copy chops things up
into segments we can actually handle
Fixes map_buffer_range_test and copy_buffer_coherency
When flushing a batch due to a data dependency, we need to not only
kick off the other batch's work, but stall our execution until it
completes. Just wait on last_syncpt after flushing it.
(adjusted by Ken to make the signalling sync object immediately on
batch reset, rather than batch finish time. this will work better
with deferred flushes...)
x should be in bytes, not cpp units
This generally worked out because PIPE_BUFFER is supposedly required
to be R8_UINT or R8_UNORM. I hear some state trackers pass
PIPE_FORMAT_NONE instead, however, which would make this break.
Just do the right thing directly, to be defensive and clear.
it doesn't do anything, we have no params. I guess I thought there
would be some, but they all get dead code eliminated even if we try
to make them exist in the first place.
The backend compiler used to do this for us, but after a rebase, it's
now the driver's responsibility. This lets us alter it for say, clip
vertex lowering, at the global level rather than the per-variant level.
we borrow the approach from anv rather than i965, as it works better
with pre-baked state that needs to contain scratch BO addresses
fixes a bunch of varying packing tests
The intention is that render and compute use their own contexts,
and each is PIPELINE_SELECT'd to the right pipeline. But we hadn't
actually made them, so we got the fd-default context.
Thanks to Chris Wilson for catching this!
This makes e.g. the render batch aware of the compute batch, so it can
ask questions like "is this BO referenced by some other batch?" and do
something about that.
3DSTATE_CONSTANT_* looks at prog_data->ubo_ranges. We were getting
saved by iris_set_constant_buffers() usually happening when changing
programs (as they usually change uniforms too), but with the clear
shader that doesn't use uniforms, we weren't getting one and were
leaving push constants enabled, screwing things up.
Also clean up a bit of a mess left by the hacks - we were missing
bindings in the VS/FS/CS case, among other issues...
It may be in the dynamic state buffer but the fact that we have a
resource takes care of that. We don't need to add in the address of
the dynamic state buffer again.
If the state tracker never gave us the framebuffer dimensions via
a set_framebuffer_state() call, just fall back to the unbound texture
null surface, which is 1x1x1. Otherwise we'd use a NULL resource
(no pun intended).
we don't want to emit piles of pipe controls to a compute batch if
it isn't necessary...
prevents double-batch-wraps in cs-op-selection-bool-bvec4-bvec4
(but it's still kinda a big ol' hack...)
now we only upload a new grid when it's actually changed, which saves us
from having to emit a new binding table every time it changes.
this also moves a bunch of non-gen-specific stuff out of iris_state.c
We only can push constants for compute shaders from one range.
Gallium glsl-to-nir (src/mesa/state_tracker/st_glsl_to_nir.cpp) lowers
all uniform accesses to a ubo.
Unfortunately we also load the subgroup-id as a uniform in the
compiler. Since we use the 1 push range for this subgroup-id, we then
lose the ability to actually push the ubo with all the normal user
uniform values.
In other words, there is lots of room for performance improvement, but
at least retrieving the uniforms as pull-constants is functional for
now.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
This can happen when faking Z32_S8X24 and setting StencilSampling = true
I guess we'll just turn it into S8_UINT...
Fixes KHR-GL45.texture_swizzle.functional
We were accidentally using the ISL_FORMAT_R32_FLOAT_X8X24_TYPELESS
format, which is NOT what we use. We just store R32_FLOAT depth.
fixes Piglit's texwrap GL_ARB_depth_buffer_float
chaining to a new batch reuses create_batch(), but we don't need to do
the work of pinning BOs we inherit from a previous batch...when that is
actually part of the same execbuf invocation.
instead, just flag it when setting primary_batch_size = 0, in
iris_batch_reset
this is more obviously correct. I think the two end up being the same
in practice, since this is in the alloc_from_cache case, and presumably
bo from the bucket has bo->size == bucket->size, and bo_size also is
bucket->size...
still. better to do the obvious thing.
brw_bufmgr already does it this way.
otherwise, get results may check q->map->snapshots_landed...before our
commands to initialize it to false have actually executed...so it'd get
some random garbage from the BO...
the passthrough shader doesn't need a real program string ID - that's
basically used for ARB programs indicating total program source code
changes, or other pre-baked uniform changes, etc...none of which a
passthrough shader has...so we don't need a unique identifier to
distinguish them. We want to use a consistent value so we find
existing passthrough shaders in the cache.
If no TCS is provided, create a "passthrough" TCS that will take the
default values set in the API as constants and pass to the TES, along
with any other inputs it expects. The code to create the NIR shader
is the same as in i965.
Tested with
./piglit run -t 'tess' quick_shader r
and fixed a dozen crashes from that list.
not sure why this is labeled const, I'm pretty sure we are taking the
reference and owning this, so there's no particular reason we can't
change it. it certainly seems to be working for non-compute. and,
freedreno's ir3_shader.c seems to do this as well. still...gross :/
The backend compiler expects the gl_TessLevel* variables to be mapped
as inputs instead of system values. Use the new PIPE_CAP to get this
behavior from GLSL compiler.
Tested with:
tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test
some of them had typos, didn't say 'authors or copyright holders',
or other mistakes. This is now https://opensource.org/licenses/MIT
text, formatted consistently.
This fixes some cases in fbo-none* and framebuffer_no_attachments.
I'm not sure this is correct otherwise, the tests don't all pass yet
No idea if this is in any way the correct answer
0xffffffff does not mean 1, it means enable as many as there actually
are. we don't get set_sample_mask() calls until some masking is
actually applied...i.e. it doesn't get updated based on # of samples
in the FBO changing.
looking at the freedreno code, this is totally unnecessary! we can just
store the NIR and be happy, and not have any vestiges of TGSI.
plus we can reuse this structure for compute shaders, without needing a
pipe_compute_state base.
create_surface happens before st_validate_attachment, which actually
does the "hey, this is a render target now, is that OK?" check
Fixes asserts in ./bin/arb_texture_view-rendering-formats, allowing the
rest of the tests to run.
st/nir offsets SSBO indexes by MaxABOs. This is not what we want,
as it bloats the binding tables. We'll need to adjust it to use
info->num_abos as the offset and buffer base instead. For now,
just use the inefficient format to get us rolling. We can add a
PIPE_CAP later.
not sure how useful this really is...
./bin/ext_transform_feedback-tessellation triangles flat_first
is hitting a case where we rebind the same VS program, but with
different streamout info...which isn't in the key...but is in the
cache...so we don't rebuild it...
It just does blits between layers, which is all we'd do anyway,
and it already should use BLORP because of iris_blit(). Plus it
handles 3D, which our code in i965 doesn't.
We used to not reset the batch, and just keep appending to it, so you'd
get the same invalid contents over and over.
I'd also really like to know about this, so aborting seems wise for now,
if not for the long term
seeing
set_viewport_state 0 1
set_viewport_state 1 15
which gives us a total of 16 viewports, updated incrementally
so keep old values around and update them...
we need proper batch chaining. without relocations, we can't grow,
since we've only allocated so much VMA for the batch, and the mechanism
only works if we can pin it at the old address
there's some bug here as Jason's patches for only emitting 3DS_DR once
got reverted by Mark later on, apparently they regressed MSAA tests.
need to sort that out.
It's useless to allocate SAMPLER_STATEs in GPU memory on creation like
we do for SURFACE_STATES, because they need to be organized into a
contiguous block of memory. But we can do that at bind time, rather
than draw time.
tomorrow, fix the build system to avoid symbol clashes somehow...
we're getting gen9 functions because they happen to be listed before 10
in the link list.
This commit introduces a new Gallium driver for Intel Gen8+ GPUs,
named 'iris_dri.so' after the hardware.
Developed by:
- Kenneth Graunke (overall driver)
- Dave Airlie (shaders, conditional render, overflow query, Gen8 port)
- Chris Wilson (fencing, pinned memory, ...)
- Jordan Justen (compute shaders)
- Jason Ekstrand (image load store)
- Caio Marcelo de Oliveira Filho (tessellation control passthrough)
- Rafael Antognolli (auxiliary buffer fixes)
- The rest of the i965 contributors and the Mesa community
Turns out we can write to tiled images as well as read. This avoids
having to linearize or do the tiling in the shader.
Signed-off-by: Rob Clark <robdclark@gmail.com>
On GLSL that info is set as a layout qualifier when redeclaring
gl_FragCoord, so somehow tied to a specific variable. But in practice,
they behave as a global of the shader. On ARB programs they are set
using a global OPTION (defined at ARB_fragment_coord_conventions), and
on SPIR-V using ExecutionModes, that are also not tied specifically to
the builtin.
This patch moves that info from nir variable and ir variable to nir
shader and gl_program shader_info respectively, so the map is more
similar to SPIR-V, and ARB programs, instead of more similar to GLSL.
FWIW, shader_info.fs already had pixel_center_integer, so this change
also removes some redundancy. Also, as struct gl_program also includes
a shader_info, we removed gl_program::OriginUpperLeft and
PixelCenterInteger, as it would be superfluous.
This change was needed because recently spirv_to_nir changed the order
in which execution modes and variables are handled, so the variables
didn't get the correct values. Now the info is set on the shader
itself, and we don't need to go back to the builtin variable to set
it.
Fixes: e68871f6a ("spirv: Handle constants and types before execution
modes")
v2: (Jason)
* glsl_to_nir: get the info before glsl_to_nir, while all the rest
of the info gathering is happening
* prog_to_nir: gather the info on a general info-gathering pass,
not on variable setup.
v3: (Jason)
* Squash with the patch that removes that info from ir variable
* anv: assert that OriginUpperLeft is true. It should be already
set by spirv_to_nir.
* blorp: set origin_upper_left on its core "compile fragment
shader", not just on some specific places (for this we added an
helper on a previous patch).
* prog_to_nir: no need to gather specifically this fragcoord modes
as the full gl_program shader_info is copied.
* spirv_to_nir: assert that we are a fragment shader when handling
this execution modes.
v4: (reported by failing gitlab pipeline #18750)
* state_tracker: update too due changes on ir.h/gl_program
v5:
* blorp: minor change after change on previous patch
* radeonsi: update due this change.
v6: (Timothy Arceri)
* prog_to_nir: remove extra whitespace
* shader_info: don't use :1 on origin_upper_left
* glsl: program.fs.origin_upper_left/pixel_center_integer can be
move out of the shader list loop
This initializes the nir shader that will be used by blorp. Right now
it doesn't do too much beyond calling nir_builder_init_simple_shader,
and setting a name. More stuff will be added on following patches.
v2: there is a case were it is used a VERTEX_SHADER (Alejandro)
The condition code in extended branches is repeated 8 times for unclear
reasons; accordingly, the code would be disassembled as "unknown5555",
"unknownAAAA", etc. This patch correctly masks off the lower two bits to
find the true code to print, verifying that the code is repeated as
believed to be necessary (providing some assurance for compiler quality
and an assert trip in case we encounter a shader in the wild that breaks
the convention).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
discard and discard_if are both implemented with the branching pipeline
on Midgard; essentially, we branch to the end of the fragment shader in
a special "discard" mode, setting the condition as necessary.
Previously, we hardcoded the form of this instruction, which worked for
very simple shaders but was incorrect for anything remotely interesting.
This patch instead emits logical branches in the IR, which are flattened
to real discard ops the same way other branches are, allowing targets to
be computed correctly.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Previously, we only emitted compact branches; however, the offset range
of these branches is too small for many real world shaders. This patch
implements support for emitting extended branches and switches to always
using them for control flow. This incurs a code size and possibly
performance penalty, but expands the range of working shaders and
provides opportunity for further optimization.
Support for emitting compact branches is retained but this code path is
presently unused. In the future, we'll want to heuristically determine
which type of branch should be emitted for optimal codegen.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Midgard features "compact branches" and "extended branches", i.e.
corresponds to short jumps and far jumps. The form of the extended
branch was previously incorrect in the ISA headers; this patch corrects
it and updates the disassembler (simultaneous to preserve
bisectability).
Additionally, we fix some a corner case in the disassembly of extended
branches, and we now prefix extended branches with "brx", to visually
differentiate from compact branches prefixed with "br".
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
An if-else statement is compiled to a conditional branch (from the start
to the second block) and an unconditional branch (from the end of the
first block to the end of the else). We previously incorrectly computed
the block index of the unconditional branch to be exactly one after that
of the conditional branch, valid for a single if-else statement but
nothing fancier. This patch correctly computes the unconditional branch
target, fixing more complex if-else chains.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Each Midgard instruction is scheduled to a particular instruction type
("tag"). Presumably the hardware prefetches memory based on tag, so it
is required to report out the first tag to the command stream and the
next tag of a branch target. This procedure was implemented in two
separate parts of the compiler (one time with a slight bug relating to
empty blocks); this patch refactors to unite the two routines and solve
the bug when branching to empty blocks.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Historically, Panfrost debugging entailed the use of the LD_PRELOADable
`panwrap` tool. This setup is a tad fragile; Panfrost can be traced
directly without the intermediate layer. pantrace implements the
quivalent functionality of panwrap into Panfrost proper, allowing dumps
to work regardless of the kernel layer in use.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
The `panwrap` utility can be LD_PRELOAD'd into a GLES app, intercepting
communication between the driver and the kernel. Modern panwrap versions
do no processing of their own; instead, they create a trace directory.
This directory contains the following files:
- control.log: a line-by-line plain text file, denoting important
syscalls (mmaps and job submits) along with their arguments
- memory_*.bin, shader_*.bin: binary dumps of mapped memory
Together, these files contain enough information to reconstruct the
command stream and shaders of (at minimum) a single frame.
The `pandecode` utility takes this directory structure as input,
reconstructing the mapped memory and using the job submit command as an
entrypoint. It then walks the descriptors as the hardware would, parsing
and pretty-printing. Its final output is the pretty-printed command
stream interleaved with the disassembled shaders, suitable for driver
debugging. For instance, the behaviour of two driver versions (one
working, one broken) can be compared by diff'ing their decoded logs.
pandecode/decode.c was originally a part of `panwrap`; it is the oldest
living code in the project. Its history is generally not worth
preserving.
panwrap itself will continue to live downstream for the foreseeable
future, as it is specifically written for the vendor kernel. It is
possible, however, to produce equivalent traces directly from Panfrost,
bypassing the intermediate wrapping layer for well-behaved drivers.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This is not yet functional, but it resolves a crash in various apps and
provides a framework for further work.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
v2: use tc.stream_uploader in si buffer_transfer_map if not called from
the driver thread
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This makes us properly handle gl_ClipDistance and gl_CullDistance.
Fixes: 19064b8c "nir: Add a pass for gathering transform feedback info"
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
We needed to better handle cases where a chunk of a variable starts at
some non-zero location_frac and rolls over into the next slot but may
not be more than 4 dwords. For example, if gl_CullDistance is an array
of 3 things and has location_frac = 2, it will span across two vec4s but
is not, itself, bigger than a vec4. If you ignore the clip/cull special
case, it's not allowed to happen for anything else because the only
things that can span more than one slot is dvec3 and dvec4 and they're
both bigger than a vec4. The current code uses this attrib_slot thing
where we count attribute slots and iterate over them. However, that
doesn't work in the case above because gl_CullDistance will have an
attrib_slot count of 1 even though it does span two slots. We could fix
this by adjusting attrib_slot but we already have comp_mask and it's
easier to just handle it that way.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Instead of going to all the work of to combine them into one array, just
make two arrays and use location_frac to colocate them within CLIP0.
Then the back-end can sort things out and stack them on top of each
other. Thanks to ef99f4c8, we also don't need to set compact anymore.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Use the 'UNK31' bit (which should probably be called 'BUFFER') for
samplerBuffer case, which increases the size of supported buffer
texture beyond 2^15 elements.
Also need to fix the 2nd coord injected to handle the tex instructions
that take integer coords.
Fixes dEQP-GLES31.functional.texture.texture_buffer.render.as_fragment_texture.buffer_size_131071
and similar
Signed-off-by: Rob Clark <robdclark@gmail.com>
... instead of isam. It seems like when using isam, plus atomics, we
can have the problem of old data being in the texture cache. Plus this
way we don't have to load a component at a time.
Note that blob still seems to use isam in some cases. I suppose it might
be preferable in the case of loading a single component, when atomics
are not in the picture (or that the ssbo does not need to otherwise be
coherent).
Signed-off-by: Rob Clark <robdclark@gmail.com>
Resync disasm and instr header from envytools, and add ldib encoding.
This replaces an opcode from a3xx which was never seen in practice,
since that seemed easier than dealing with the same opc # meaning a
different thing on a6xx. (Not really sure if 'sti' was actually a
real thing, I think it was only seen in fuzzing.)
Signed-off-by: Rob Clark <robdclark@gmail.com>
Fixes
dEQP-GLES3.functional.shaders.indexing.varying_array.vec3_dynamic_write_dynamic_loop_read
regression.
Fixes: c1a27ba9ba freedreno/ir3: HIGH reg w/a for a6xx
Signed-off-by: Rob Clark <robdclark@gmail.com>
The variant will be NULL if RA failed. Which isn't ideal, but at least
lets not segfault and bring down the rest of the dEQP run with us.
Signed-off-by: Rob Clark <robdclark@gmail.com>
The wrmask is handled in regmask_get()/regmask_set(), but it wasn't
being propagated from SSA src to dst. So for example, an SSBO read
value that is passed in as src2.y component to atomic op, wasn't
getting the (sy) flag set. Causing lots of fail.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Even in a very basic shader this reduces the time spent in
nir_copy_prop() by ~17%.
No shader-db changes for radeonsi NIR or i965.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
While I haven't tested them all, given that they're all using the same
allocation paths and modifiers in the kernel they should be fine to use in
the same way.
v2: Rebase on other kmsro changes.
v3: Skip repeated '[with_gallium_kmsro,' in the meson build.
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Commit 08bfd710a2. (nir/dead_cf: Stop
relying on liveness analysis) introduced a new check that iterated
through a SSA def's uses, to see if it's used. But it only checked
normal uses, and not uses which are part of an 'if' condition. This
led to it thinking more nodes were dead than possible.
Fixes Piglit's variable-indexing/tcs-output-array-float-index-wr test
(and related tests) with the out-of-tree Iris driver.
Fixes: 08bfd710a2 nir/dead_cf: Stop relying on liveness analysis
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This gets stencil and depth resolves working properly.
Fixes:
dEQP-GLES3.functional.fbo.msaa.2_samples.depth32f_stencil8
dEQP-GLES3.functional.fbo.msaa.2_samples.depth24_stencil8
dEQP-GLES3.functional.fbo.msaa.4_samples.depth32f_stencil8
dEQP-GLES3.functional.fbo.msaa.4_samples.depth24_stencil8
dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_msaa_color
dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_msaa_color
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Blitter does support it after all. Previous attempt to use R8_UINT
failed because we overwrote the a6xx format in emit_blit_texture(),
but some of the later setup still looked at the gallium format.
If we overwrite it in the pipe_blit_info before we even call into
emit_blit_texture() it works properly.
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Fullscreening and unfullscreening a totem window while playing a video
sometimes results in the video subsurface not changing size along. This
is also reproducible with epiphany.
If a surface gets resized while we have an active back buffer for it, the
resized dimensions won't get neither immediately applied on the resize
callback, nor correctly synchronized on update_buffers(), as the
(now stale) surface size and currently attached buffer size still do match.
There's actually 2 things to synchronize here, first the surface query
size might not be updated yet to the wl_egl_window's (i.e. resize_callback
happened while there is a back buffer), and second the wayland buffers
would need dropping if new surface size differs with the currently attached
buffer. These are done in separate steps now.
https://bugzilla.redhat.com/show_bug.cgi?id=1650929https://bugs.freedesktop.org/show_bug.cgi?id=109594
Fixes: a9fb331ea7 ("wayland/egl: update surface size on window resize")
Signed-off-by: Carlos Garnacho <carlosg@gnome.org>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Tested-by: Bastien Nocera <hadess@hadess.net>
Tested-by: Denys Kostin <denys.kostin@globallogic.com>
The cacheline size was a requirement for using the BLT engine, which
we don't use anymore except for a few things on old HW, so we drop it.
Fixes CTS's CL#3500 test:
dEQP-VK.api.image_clearing.core.clear_color_image.2d.linear.single_layer.r8g8b8_unorm
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This uses prog_to_nir to translate ARB assembly programs to NIR.
Co-authored by Tim Arceri, Dave Airlie, and Ken Graunke:
- [Tim Arceri]: original patch
- [Dave Airlie]: fix crashes with parameter names
- [Ken Graunke]:
- Rebase on SCALAR_ISA cap, lower wpos_ytransform too.
- Rebase on streamout fixes.
- Lower system values for fragcoord support.
- Don't try to use prog_to_nir for ATI_fragment_shader programs.
- Create TGSI for fixed-function or ARB vertex shaders even if the
driver prefers NIR, so we can create draw module shaders for
feedback/select emulation, which rely on TGSI.
Tested on:
- iris (Intel Skylake/Kabylake): Piglit & GL CTS - Ken Graunke
- radeonsi (AMD Vega 64): Piglit - Ken Graunke
- vc4/v3d - Piglit - Eric Anholt
- freedreno - dEQP - Kristian Høgsberg
Fixes lit_degenerate_case on vc4 and v3d, and vp-address-01,
vp-arl-constant-array-huge-offset-neg, and vp-arl-neg-array on v3d.
No Piglit regressions on radeonsi; no dEQP regressions on freedreno.
Acked-by: Eric Anholt <eric@anholt.net>
Tested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Even if the driver wants to use NIR shaders, we may need to have TGSI
tokens for creating draw module vertex shaders for the feedback/select
render modes.
So...if the st_vertex_program has any TGSI...copy it to the variant.
Acked-by: Eric Anholt <eric@anholt.net>
Tested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
ARB_vertex_program and ARB_fragment_program define 0^0 = 1 (while GLSL
leaves it undefined). Performing fpow lowering in NIR would break this
behavior, preventing us from using prog_to_nir.
According to llvm/lib/Target/AMDGPU/SIInstructions.td, POW_common
expands to <V_LOG_F32_e32, V_EXP_F32_e32, V_MUL_LEGACY_F32_e32>,
which presumably does a zero-wins multiply.
Lowering in NIR results in a non-legacy multiply, where:
pow(0, 0) = 2^(log2(0) * 0)
= 2^(-INF * 0)
= 2^(-NaN)
= -NaN
which isn't the desired result.
This reverts:
- commit d6b7539206
(ac/nir: remove emission of nir_op_fpow)
- commit 22430224fe
(radeonsi/nir: enable lowering of fpow)
and prevents a regression in gl-1.0-spot-light with AMD_DEBUG=nir
after enabling prog_to_nir in st/mesa later in this series.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The nine state tracker can produce NIR uniform variables
whose location is explicitly set. radeonsi did not take that
into account when calculating const_file_max, resulting in
rendering glitches. This patch fixes that.
Signed-Off-By: Timur Kristóf <timur.kristof@gmail.com>
Tested-by: Andre Heider <a.heider@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
In the new Intel Iris driver, I am using Tim's new packed uniform
storage system. It works great, with one caveat: our scalar compiler
backend assumes that uniform offsets will be aligned to the underlying
data type. For example, doubles must be 64-bit aligned, floats 32-bit,
half-floats 16-bit, and so on. It does not need any other padding.
Currently, _mesa_add_parameter aligns everything to 32-bit offsets,
creating doubles that have an unaligned offset. This patch alters
that code to align doubles to 64-bit offsets.
This may be slightly less optimal for drivers which can support full
packing, and allow reads from unaligned offsets at no penalty. We could
make this extra alignment optional. However, it only comes into play
when intermixing double and single precision uniforms. Doubles are
already not too common, and intermixed values (floats then doubles)
is probably even less common. At most, we burn a single 32-bit slot
to the alignment, which is not that expensive. So, it doesn't seem
worthwhile to add the extra complexity.
Eventually, we'll likely want to update this code to allow half-float
values to be packed tighter than 32-bit offsets. At that point, we'll
probably want to revisit what drivers ultimately want, and add options.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
I'd like to use this in the prog_parameter.c code, so I need to move it
into C, make it non-static, and so on. This probably isn't the ideal
place for it, but I couldn't think of a better one.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Last commit limited the CI to master and MRs, but to avoid having to
manually trigger CI runs, let's add a 3rd, automatic way: by pushing to
a branch named `ci/*` (or `ci-*` or just `ci`) (which you can delete
afterwards, the pipeline results will remain).
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Runs on random other branches (stables RCs, personal forks) can still be
triggered manually via the web interface, or an app using the API.
This should massively help with the current voracious state of our CI.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
So that the signature is correct and consistent, the inputs to a export
intrinsic should always be 32-bit floats.
This and the previous commit fixes a large amount crashes from
dEQP-VK.spirv_assembly.instruction.graphics.16bit_storage.input_output_int_*
tests
Fixes: b722b29f10 ('radv: add support for 16bit input/output')
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
16-bit outputs are stored as 16-bit floats in the outputs array, so they
have to be bitcast.
Fixes: b722b29f10 ('radv: add support for 16bit input/output')
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For V3D 3.x, we emitted the ldvpms all at the top so that we didn't need
to do VPM setup when the load_inputs are out of order. For V3D 4.x, we
can reduce register pressure by delaying our loads until they're actually
needed. This also avoids a bunch of silly MOVs in the pre-opt VIR dump.
total instructions in shared programs: 6421415 -> 6419933 (-0.02%)
total uniforms in shared programs: 2393139 -> 2393140 (<.01%)
total threads in shared programs: 153864 -> 153906 (0.03%)
The execute.file check used to be good enough, until I stopped setting up
the execute mask for uniform ifs.
No known tests fixed, noticed while doing a refactor.
Fixes: 0805060573 ("v3d: Handle dynamically uniform IF statements with uniform control flow.")
Now that we don't have the vir_PF() magic, it's obvious that we were doing
the wrong thing for f2b32 by allowing -0.0 to produce true instead of
false.
You were allowed to pass in any old temp so that you could hopefully fold
the PF up into the def of the temp. If we couldn't find one, it
implicitly generated a MOV(nop, reg). However, that PF could have
different behavior depending on whether the def being folded into was a
float or int opcode, which the caller doesn't necessarily control.
Due to the fragility of the function, just switch all callers over to
vir_set_pf(). This also encourages the callers to use a _dest call for
the inst they're putting the PF on, eliminating a bunch of temps in the
pre-optimization VIR.
shader-db says the change is in the noise:
total instructions in shared programs: 6226247 -> 6227184 (0.02%)
instructions in affected programs: 851068 -> 852005 (0.11%)
Both were doing the same thing to try to get a condition to predicate on.
Noticed when I wanted to do this for discard_if as well.
No change in shader-db.
The NIR lowering works fine, though it causes some slight noise due to
what looks like choices about propagating constants up multiply chains
changing.
total instructions in shared programs: 6229671 -> 6229820 (<.01%)
total uniforms in shared programs: 2312171 -> 2312324 (<.01%)
Fixes some stalls in 3DMMES's main vertex shader.
total instructions in shared programs: 6280751 -> 6211270 (-1.11%)
instructions in affected programs: 2935050 -> 2865569 (-2.37%)
Apparently we need disable-EZ flagged, not just "does Z writes".
Fixes
dEQP-GLES31.functional.image_load_store.early_fragment_tests.no_early_fragment_tests_depth_fbo
on 7278, even though it passed in simulation.
Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: 051a41d3d5 ("v3d: Add support for the early_fragment_tests flag.")
Fixes intermittent fails in
dEQP-GLES31.functional.draw_indirect.compute_interop.separate.drawelements_compute_cmd_and_data_and_indices
and others (particularly when run as part of a CTS run)
Otherwise, we might have pages accessible that shouldn't be and miss out
on errors. This is unlikely for most tests since v3d_hw_get_mem() is big
enough that it'll be a freshly zeroed mmap, but if screens are destroyed
and recreated then we'd be reusing the old v3d_hw_get_mem() contents.
From the table in isl_format.c, it appears that all generations
support blending on 32-bit float surfaces.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
If EXT_float_blend is not supported, error out on blending of FP32
attachments in an ES2 context.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The new encoding returns a value via the 2nd src. The legalize pass
needs to be aware of this to set the correct needs_sy flag, otherwise we
can, in cases where the atomic dst is not used, overwrite the register
that hardware will asynchronously load result into without (sy) flag, so
it gets clobbered by the atomic result.
This fixes a whole lot of rando ssbo+atomic fails, like
dEQP-GLES31.functional.ssbo.layout.single_basic_type.packed.highp_vec4.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Since gl_HelperInvocation is lowered to:
!((1 << sample_id) & sample_mask_in))
Not setting these enable bits was causing it be broken. (And probably a
bunch of other stuff too.)
Fixes dEQP-GLES31.functional.shaders.helper_invocation.*
Signed-off-by: Rob Clark <robdclark@gmail.com>
This fixes invalid access to Attachment array which would occur if caller
would exceed MaxColorAttachments. In practice this should not ever happen
because DiscardFramebufferEXT specifies only GL_COLOR_ATTACHMENT0 to be
valid and InvalidateFramebuffer will error out before but this should
make coverity happy.
v2: const, remove _EXT (Ian)
CID: 1442559
Fixes: 0c42b5f3cb "mesa: wire up InvalidateFramebuffer"
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This fixes issues where polygons that should be culled (due to negative
w, for instance) may not be.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
The idea here is to reassociate a * (b * c) into (a * c) * b, when
b is a non-constant value, but a and c are constants, allowing them
to be combined.
But nothing was enforcing that 'b' must be non-constant, which meant
that running opt_algebraic in a loop would never terminate if the IR
contained non-folded constant expressions like 256 * 0.5 * 2. Normally,
we call constant folding in such a loop too, but IMO it's better for
nir_opt_algebraic to be robust and not rely on that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109581
Fixes: 32e266a9a5 i965: Compile fp64 funcs only if we do not have 64-bit hardware support
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Object handles are local to the device fd, so double check we are not
mixing together objects from multiple screens on execbuf submission.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Soon we'll need this logic to deal w/ image/SSBO case, so split out a
helper rather than duplicate the logic.
Signed-off-by: Rob Clark <robdclark@gmail.com>
It seems like some instructions (noticed this w/ cat3), cannot read HIGH
regs.. cat1 (mov/cov) can, and possibly some/all of cat2.
The blob seems to stick w/ an extra mov into low regs. So lets do the
same.
This fixes WGID on a6xx, which unsurprisingly is related to a lot of
deqp compute fails.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Images and SSBOs don't map directly to the hw. They end up being part
texture and part something else. Starting with a6xx, the hack used for
a5xx to smash the image tex state into hw texture state starting from
MAX counting down won't work, because we start using tex state also for
SSBO read.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Note that image/ssbo support is currently only implemented for a5xx.
But the instruction encoding is the same for a4xx.
Signed-off-by: Rob Clark <robdclark@gmail.com>
We probably need to rethink how we detect which instruction first
defines higher register classes. But for now, this at least fixes
the symptom.
Signed-off-by: Rob Clark <robdclark@gmail.com>
The elements added into a vector should have the same type as the
first one, otherwise this hits an assertion in LLVM.
Fixes: 4b3549c084 ("radv: reduce the number of loaded channels for vertex input fetches")
reported-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
After the previous changes to emulate the ETC/EAC formats using the
secondary shadow miptree, the etc_format field of the intel_mipmap_tree
struct became redundant and the remaining check that used it has been
replaced. (Nanley Chery)
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
OES_copy_image extension was disabled on Gen7 due to the lack of support
for ETC2 images. Enabled it back. (Kenneth Graunke)
v2:
- Removed the blank lines in the comments above OES_copy_image and
OES_texture_view extensions in intel_extensions.c (Nanley Chery)
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
For CopyImageSubData to copy the data during the 1st draw call, we need
to update the shadow tree right before the rendering.
v2:
- Added assertion that the miptree doesn't need update at the time we
update the texture surface. (Nanley Chery)
v3:
- As we now update the tree before the rendering we don't need to copy
the data during the unmap anymore. Removed the unnecessary update from
the intel_miptree_unmap in intel_mipmap_tree.c (Nanley Chery)
v4:
- Fixed unrelated empty line removal (Nanley Chery)
- As now the intel_upate_etc_shadow of intel_mipmap_tree.c is only
called inside its following function, we don't need to declare it at
the top of the file anymore. (Nanley Chery)
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
GPUs Gen < 8 cannot sample ETC2 formats. So far, they converted the
compressed EAC/ETC2 images to non-compressed RGBA images. When
GetCompressed* functions were called, the pixels were returned in this
RGBA format and not the compressed format that was expected.
Trying to fix this problem, we use a secondary shadow miptree to store the
decompressed data for the rendering and the main miptree to store the
compressed for the Get functions to work. Each time that the main miptree
is written with compressed data, we decompress them to RGB and update the
shadow. Then we use the shadow for rendering.
v2:
- Fixes in the commit message (Nanley Chery)
- Reversed the changes in brw_get_texture_swizzle and swapped the b, g
values at the time that we decompress the data in the function:
intel_miptree_update_etc_shadow of intel_mipmap_tree.c (Nanley Chery)
- Simplified the format checks in the miptree_create function of the
intel_mipmap_tree.c and reserved the call of the
intel_lower_compressed_format for the case that we are faking the ETC
support (Nanley Chery)
- Removed the check for the auxiliary usage for the shadow miptree at
creation (miptree_create of intel_mipmap_tree.c) as we won't use
auxiliary buffers with these types of trees (Nanley Chery)
- Set the etc_format of the non-ETC miptrees to MESA_FORMAT_NONE and
removed the unecessary checks (Nanley Chery)
- Fixed an unrelated indentation change (Nanley Chery)
- Modified the function intel_miptree_finish_write to set the
mt->shadow_needs_update to true to catch all the cases when we need to
update the miptree (Nanley Chery)
- In order to update the shadow miptree during the unmap of the
main and always map the main (Nanley Chery) the following change was
necessary: Splitted the previous update function that was updating all
the mipmap levels and use two functions instead: one that updates one
level and one that updates all of them. Used the first during unmap
and the second before the rendering.
- Removed the BRW_MAP_ETC_BIT flag and the mechanism to decide which
miptree should be mapped each time and reversed all the changes in the
higher level texture functions that upload data to textures as they
aren't needed anymore.
- Replaced the boolean needs_fake_etc with an inline function that
checks when we need to fake the ETC compression (Nanley Chery)
- Removed the initialization of the strides in the update function as
the values will be overwritten by the intel_miptree_map call (Nanley
Chery)
- Used minify instead of division in the new update function
intel_miptree_update_etc_shadow_levels in intel_mipmap_tree.c (Nanley
Chery)
- Removed the depth from the calculation of the number of slices in
the new update function (intel_miptree_update_etc_shadow_levels of
intel_mipmap_tree.c) as we don't need to support 3D ETC images.
(Nanley Chery)
v3:
- Renamed the rgba_fmt in function miptree_create
(intel_mipmap_tree.c) to decomp_format as the format is not always in
rgba order. (Nanley Chery)
- Documented the new usage for the shadow miptree in the comment above
the field in the intel_miptree struct in intel_mipmap_tree.h (Nanley
Chery)
- Removed the redundant flags from the mapping of the miptrees in
intel_miptree_update_etc_shadow of intel_mipmap_tree.c (Nanley Chery)
- Fixed the switch from surface's logical level to physical level in
the intel_miptree_update_etc_shadow_levels of intel_mipmap_tree.c
(Nanley Chery)
- Excluded the Baytrail GPUs from the check for the ETC emulation as
they support the ETC formats natively. (Nanley Chery)
- Simplified the check if the format is BGRA in
intel_miptree_update_etc_shadow of intel_mipmap_tree.c (Nanley Chery)
v4:
- Removed the functions intel_miptree_(map|unmap)_etc and the check if
we need to call them as with the new changes, they became unreachable.
(Nanley Chery)
- We'd rather calculate the level width and height using the shadow
miptree instead of the main in intel_miptree_update_etc_shadow_levels of
intel_mipmap_tree.c (Nanley Chery)
- Fixed the format in the mt_surface_usage, set at the miptree creation,
in miptree_create of intel_mipmap_tree.c (Nanley Chery)
v5:
- Fixed the levels calculations in intel_mipmap_tree.c (Nanley Chery)
- Update the flag shadow_needs_update outside the function
intel_miptree_update_etc_shadow (Nanley Chery)
- Fixed indentation error (Nanley Chery)
v6:
- Fixed typo in commit message (Nanley Chery)
- Simplified the assignment of the mt_fmt in the miptree_create of the
intel_mipmap_tree.c (Nanley Chery)
- Combined declarations and assignments where it was possible in the
intel_miptree_update_etc_shadow and
intel_miptree_update_etc_shadow_levels of the intel_mipmap_tree.c
(Nanley Chery)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81843
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104272
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This was probably useful when it was first written, however it
looks to be no longer necessary.
As far as I can tell these days dce is smart enough to remove useless
instructions from if branches. Once this is done
nir_opt_peephole_select() will end up removing the empty if.
Removing this support reduces the dolphin uber shader compilation
time spent in nir_opt_dead_cf() by a little over 7x.
No shader-db changes on i965 or radeonsi.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
- Ensure all threads have optimal floating-point control state
- Disable auto-generation of fused FP ops for VERTEX shader stage
- Disable "fast" FP ops for VERTEX shader stage
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
The intrinsic returns the number of leading zeros, not the bit number of
the first nonzero, so just flip it based on the mask size
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
normalized and scaled formats also return floats.
Fixes: 4b3549c084 ("radv: reduce the number of loaded channels for vertex input fetches")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
v2: Fix silly bug in logic. s/||/&&/
All but one of the affected shaders is in an Unreal4 demo. The other is
in Tomb Raider. All of the cases that Ian investigated appear to be
sequences like the following
if (int(uint(some_float)) < 0) /* other relations too */
...
At least in Tomb Raider, it's not obvious that this sequence came from
the original shader.
In some of the Unreal demos, the shader contains code like
if (int(uint(textureLod(...))) > 0)
...
which explicitly generates the offending sequence.
All Gen6+ platforms had similar results (Skylake shown):
total instructions in shared programs: 15437170 -> 15437187 (<.01%)
instructions in affected programs: 4492 -> 4509 (0.38%)
helped: 0
HURT: 17
HURT stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
HURT stats (rel) min: 0.05% max: 0.73% x̄: 0.66% x̃: 0.73%
95% mean confidence interval for instructions value: 1.00 1.00
95% mean confidence interval for instructions %-change: 0.57% 0.75%
Instructions are HURT.
total cycles in shared programs: 383007996 -> 383007992 (<.01%)
cycles in affected programs: 20542 -> 20538 (-0.02%)
helped: 6
HURT: 7
helped stats (abs) min: 2 max: 6 x̄: 5.33 x̃: 6
helped stats (rel) min: 0.11% max: 0.36% x̄: 0.32% x̃: 0.36%
HURT stats (abs) min: 4 max: 4 x̄: 4.00 x̃: 4
HURT stats (rel) min: 0.27% max: 0.27% x̄: 0.27% x̃: 0.27%
95% mean confidence interval for cycles value: -3.30 2.69
95% mean confidence interval for cycles %-change: -0.19% 0.19%
Inconclusive result (value mean confidence interval includes 0).
No changes on Iron Lake or GM45.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109404
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Tested-by: nagrigoriadis@gmail.com
Tested-by: Danylo Piliaiev <danylo.piliaiev@gmail.com>
We emit an FBL instruction which only exists since Gen7. This prevents
the test from segfaulting when run with TEST_DEBUG=1.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Add compute shader initilization, assign and cleanup in vl_compositor API.
Set video compositor compute shader render as default when pipe support it.
Signed-off-by: James Zhu <James.Zhu@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Rename csc_matrix to shader_params, and increase shader_params size
to store more constants for compute shader,
Signed-off-by: James Zhu <James.Zhu@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Split vl_compositor graphic shaders from vl_compositor API in order to share
vl_compositor API with vl_compositor compute shader later.
Signed-off-by: James Zhu <James.Zhu@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
In opt_peel_initial_if optimization, when moving the continue list to
end of the continue block, before the jump, could happen that the
continue list itself also ends with a jump.
This would mean that we would have two jump instructions in a row: the
first one from the continue list and the second one from the contine
block.
As inserting an instruction after a jump is not allowed (and it does not
make sense, as it will not be executed), remove the jump from the
continue block and keep the one from continue list, as it will be
executed first.
CC: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
opt_split_alu_of_phi moves ALU instruction to the end of continue block.
But if the continue block ends with a jump instruction (an explicit
"continue" instruction) then the ALU must be inserted before the jump,
as it is illegal to add instructions after the jump.
CC: Ian Romanick <ian.d.romanick@intel.com>
Fixes: 0881e90c09 ("nir: Split ALU instructions in loops that read phis")
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Instead of generating a GL_INVALID_ENUM error when the type or format
is incorrect while using glClear{Named}Buffer{Sub}Data, generate
GL_INVALID_VALUE.
From page 72 (page 94 of the PDF) of the OpenGL 4.6 spec:
" An INVALID_VALUE error is generated if type is not one of the
types in table 8.2.
An INVALID_VALUE error is generated if format is not one of the
formats in table 8.3."
Fixes the following test:
KHR-GL45.direct_state_access.buffers_errors
v2: correct the doxygen documentation.
Cc: Pi Tabred <servuswiegehtz@yahoo.de>
Cc: Brian Paul <brianp@vmware.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
We've noticed the Team Fortress 2 engine seems to do many small
calls to glSubData(..). Let's pick our heuristic based on the
resource base width, not the size of a particular upload.
This will cause transfers to be batched together in the transfer
queue.
Revelant glbench microbenchmark --
Before: buffer_upload_dynamic_element_array_131072 = 131.17 mbytes_sec
After: buffer_upload_dynamic_element_array_131072 = 6828.24 mbytes_sec
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
This improves Unigine Valley benchmark by 3 to 10 fps (depending
on the scene).
It also improves the Team Fortress 2 benchmark from 6 fps to 13
fps (host: 20 fps).
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Transfers will be placed here at unmap time instead of incurring
a VM exit. There's an attempt to deduplicate intersecting 1D transfers,
which are surprisingly common.
This can also help with mipmapped texture upload and smaller
textures, where the majority of the time is spent in the guest
kernel / QEMU -- not virglrenderer. This is shown by the GLbench
texture upload benchmark:
Before:
texture_upload_rgba_teximage2d_32 = 64.23 mtexel_sec
After:
texture_upload_rgba_teximage2d_32 = 367.44 mtexel_sec
v2: Split up list iteration functions (@gerddie)
v3: Support for optimizing glBufferSubData
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
The idea is to have two command buffers:
1) One for transfers
2) One for commands, which can include transfers
At flush time, (2) will be filled. Otherwise, (1) will be
used to submit transfers if there are enough of them.
v2: Pass size directly to cmd_buf_create (@gerddie)
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Much of our logic is based around the idea the upper 16 bits
of a command dword can encode the length of the command.
Now that the command buffer >= 2^16 - 1, we should check for
this.
v2: alignment, and only check VIRGL_ENCODE_MAX_DWORDS
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Let's define a helper function and use it.
This commit also allows resources to be emitted into different command
buffers.
Like the ioctls, send 0 for layer_stride and stride. If we actually
send the real values, there are various assumptions in virglrenderer
for non-1D buffers that may need to be modified.
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Mostly similar to VIRGL_CCMD_RESOURCE_INLINE_WRITE. However, this
uses the resource's already attached iovecs rather than the command
buffer to transfer the data.
v2: Used (1 << 16) not (1 << 15) [@gerddie]
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Since we're just uploading to guest memory, let's just align to dword
size.
Fixes: e0f932 ("u_upload_mgr: pass alignment to u_upload_data manually")
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
We have cases where we would not like to expose these.
v2: call the option allow_rgb565_configs for consistency
with existing allow_rgb10_configs (Eric, Jason)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
There are a few differenes between Mali T860 (Panfrost's primary
reference target) and the older Midgard generations (T600/T700):
- Miscellaneous different magic numbers. It's not clear what these
numbers mean on either the old or new configurations yet.
- Errata fixes. T800 is the final Midgard generation and presumably the
least buggy. Older Midgard has some extra hardware errata we have to
workaround.
- SFBD vs MFBD split. Essentially, older Midgard use a Single
FrameBuffer Descriptor (SFBD), which corresponds to single
render-target rendering. Newer Midgard (T760+) use a Multiple
FrameBuffer Descriptor (MFBD), allowing multiple RTs. On ES 2.0, these
descriptors serve the same function, but we implement both, depending on
the version of the hardware.
- CPU bitness. 32-bit systems generally use 32-bit GPU descriptors, and
vice versa for 64-bit. Our target T760 systems are 32-bit whereas our
target T860 systems are 64-bit. More work is needed in this area.
This patch fixes support in these areas for supporting older Midgard
hardware. It is tested on Mali T760 and Mali T860.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
The liveness analysis pass is fairly expensive because it has to build
large bit-sets and run a fix-point algorithm on them. Instead of
requiring liveness for detecting if values escape a CF node, just take
advantage of the structured nature of NIR and use block indices instead.
This only requires the block index metadata which is the fastest we have
metadata to generate.
No shader-db changes on Kaby Lake
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
We want to handle live SSA values differently and it's going to involve
walking the instructions. We can make it a single instruction walk if
we combine it with cf_node_has_side_effects.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This fixes a bug in runscape where we were optimizing x >> 16 to an
extract and then negating and converting to float. The NIR to fs pass
was dropping the negate on the floor breaking a geometry shader and
causing it to render nothing.
Fixes: 1f862e923c "i965/fs: Optimize float conversions of byte/word..."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109601
Tested-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Unfortunately swr was missed in the original commit. The number of
varyings should generally match up to what's reported as the shader
caps for fragment inputs.
Fixes: 6010d7b8e8 (gallium: add PIPE_CAP_MAX_VARYINGS)
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Alok Hota <alok.hota@intel.com>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
Just a little higher up in the function we assert that the aspect masks
are actually equal so there's no reason for the weaker check. Also, the
temporary variables were causing compiler warnings in release builds.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
[28/716] Compiling C object 'src/compiler/nir/068b2c8@@nir@sta/nir_gather_xfb_info.c.o'.
../src/compiler/nir/nir_gather_xfb_info.c: In function ‘nir_gather_xfb_info’:
../src/compiler/nir/nir_gather_xfb_info.c:171:13: warning: variable ‘max_offset’ set but not used [-Wunused-but-set-variable]
unsigned max_offset[NIR_MAX_XFB_BUFFERS] = {0};
^~~~~~~~~~
[36/716] Compiling C object 'src/compiler/nir/068b2c8@@nir@sta/nir_instr_set.c.o'.
../src/compiler/nir/nir_instr_set.c:502:1: warning: ‘instr_each_src_and_dest_is_ssa’ defined but not used [-Wunused-function]
instr_each_src_and_dest_is_ssa(nir_instr *instr)
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
spirv_to_nir can generate input/output variables which are illegal
for the current shader stage, which would cause nir_validate_shader
to balk. After my recent commit to start decorating arrays as compact,
dEQP-VK.spirv_assembly.instruction.graphics.module.same_module started
hitting validation errors due to outputs in a TCS (not intended for the
TCS at all) not being per-vertex arrays.
Thanks to Jason Ekstrand for suggesting this approach.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109573
Fixes: ef99f4c8d1 compiler: Mark clip/cull distance arrays as compact before lowering.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
My patch to switch from struct-based MOCS to numeric MOCS accidentally
divided all MOCS entries by 2 in the Vulkan driver.
MOCS on Gen9+ is just an array index into a table. But in the hardware
packets, the index starts at bit 1. So we need to shift it.
Fixes: 0b44644ca6 (genxml: Consistently use a numeric "MOCS" field)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
assert()-based tests make no sense without asserts, so make sure asserts
are compiled in, even if the rest of the code has asserts turned off.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
assert()-based tests make no sense without asserts, so make sure asserts
are compiled in, even if the rest of the code has asserts turned off.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
There was an issue recently caused by the system header being included
by mistake, so let's just get rid of this include path and always
explicitly #include "drm-uapi/FOO.h"
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@chromium.org>
These headers are used by a lot more than just the intel drivers nowadays.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@chromium.org>
We should check that num_channels is 4, otherwise that breaks
the world. Sorry for the short breakage.
Fixes: 4b3549c084 ("radv: reduce the number of loaded channels for vertex input fetches")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
I think this will save an instruction and hopefully not increase any other
costs (possibly the immediate -1 and 1?), but I haven't actually tested.
Reviewed-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Drops one instruction from fs-sign-int.shader_test. No change in
shader-db due to it having 0 instances of sign(genIType). This may hurt
isign64 if algebraic runs before int64 lowering, but I wasn't sure how to
mark the algebraic opt as "every bit size but 64".
v2: Update commit message about shader-db.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v1)
Everything should be in ssa form when we call this. This is a
hotpath so replace the check with an assert.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Everthing should be in ssa form when this is called. Checking
for it here is expensive so turn this into an assert instead.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
There is no need to hash the instruction twice, especially as we
end up adding it in the majority of cases.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Currently the Intel "anvil" driver races with the generation of genxml
files, while i965 has an explicit dependency. This patch adds the same
dependency to anvil.
Fixes: d1992255bb
("meson: Add build Intel "anv" vulkan driver")
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Allows drivers using `u_pipe_screen_get_param_defaults` to use a
fallback value for the new pipe cap. Default value of 8 based on GL 2.1
MAX_VARYING_FLOATS
Reviewed-by: Eric Anholt <eric@anholt.net>
Use ir3_next_varying() for iterating through varyings and unset the
global point coord invert bit.
Fixes:
dEQP-GLES3.functional.shaders.builtin_variable.pointcoord
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
We need to set UNK3 in GRAS_CNTL and RB_RENDER_CONTROL0 for the value
to be reliably delivered.
Fixes:
dEQP-GLES3.functional.shaders.builtin_variable.frontfacing
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
This pulls in changes for compute shaders and a6xx ssbo/image support.
FACENESS bit moved from position 1 to 2 and there's a global invert
bit for point coord.
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Because none of them have been picked up for 19.0 due to this bug
being reintroduced.
v2: - Fix fixes tags
Fixes: e6b3a3b201
("bin/get-pick-list.sh: handle "typod" usecase.")
Fixes: fac10169bb
("bin/get-pick-list.sh: prefix output with "[stable] "")
Reviewed-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
I tried bumping the limit on make and scons instead, but that just
thrashed the runners, so let's not do that (sorry @daniels :]).
Instead, remove the automatic thread management from ninja and limit it
to 4 instead, in line with make and scons.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
if we have something like this:
loop {
...
if x {
break;
} else {
continue;
}
}
opt_if_loop_last_continue returns true marking progress allthough nothing
changes.
Fixes: 5921a19d4b "nir: add if opt opt_if_loop_last_continue()"
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Stop using 12.12 quantization for viewports that are not contained in
the lower 4k corner of the render target as the hardware needs to keep
both absolute and relative coordinates representable.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Cc: 18.3 19.0 <mesa-stable@lists.freedesktop.org>
This extension simply drops a draw time restriction:
"Furthermore, an INVALID_OPERATION error is generated by
DrawArrays and the other drawing commands defined in section
2.8.3 (10.5 in ES 3.1) if blending is enabled (see below) and
any draw buffer has 32-bit floating-point format components."
We never correctly enforced this restriction anyway, so we were
basically already implementing it. We just need to advertise it
for our behavior to be correct.
The extension requires EXT_color_buffer_float, but we already enable
that via dummy_true. So we can dummy_true this one as well.
Found while debugging WebGL conformance tests. Does not fix any.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Without using this function, we fail the -Wswitch flag when compiling
the default debugoptimized mode in Meson
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
This can happen when we record a VkCmdDraw in a secondary buffer that
was created inheriting from the primary buffer, but with the framebuffer
set to NULL in the VkCommandBufferInheritanceInfo.
Vulkan 1.1.81 spec says that "the application must ensure (using scissor
if neccesary) that all rendering is contained in the render area [...]
[which] must be contained within the framebuffer dimesions".
While this should be done by the application, commit 465e5a86 added the
clamp to the framebuffer size, in case of application does not do it.
But this requires to know the framebuffer dimensions.
If we do not have a framebuffer at that moment, the best compromise we
can do is to just apply the scissor as it is, and let the application to
ensure the rendering is contained in the render area.
v2: do not clamp to framebuffer if there isn't a framebuffer
v3 (Jason):
- clamp earlier in the conditional
- clamp to render area if command buffer is primary
v4: clamp also x and y to render area (Jason)
v5: rename used variables (Jason)
Fixes: 465e5a86 ("anv: Clamp scissors to the framebuffer boundary")
CC: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This removes some scalar loads from shaders, but it increases
the number of SET_SH_REG packets. This is currently basic but
it could be improved if needed. Inlining dynamic offsets might
also help.
Original idea from Dave Airlie.
29077 shaders in 15096 tests
Totals:
SGPRS: 1321325 -> 1357101 (2.71 %)
VGPRS: 936000 -> 932576 (-0.37 %)
Spilled SGPRs: 24804 -> 24791 (-0.05 %)
Code Size: 49827960 -> 49642232 (-0.37 %) bytes
Max Waves: 242007 -> 242700 (0.29 %)
Totals from affected shaders:
SGPRS: 290989 -> 326765 (12.29 %)
VGPRS: 244680 -> 241256 (-1.40 %)
Spilled SGPRs: 1442 -> 1429 (-0.90 %)
Code Size: 8126688 -> 7940960 (-2.29 %) bytes
Max Waves: 80952 -> 81645 (0.86 %)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is needed in order to inline some push constants when possible.
This also adds a new helper for initializing the pass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
"The C standard says that compound literals which occur inside of
the body of a function have automatic storage duration associated
with the enclosing block. Older GCC releases were putting such
compound literals into the scope of the whole function, so their
lifetime actually ended at the end of containing function. This
has been fixed in GCC 9. Code that relied on this extended lifetime
needs to be fixed, move the compound literals to whatever scope
they need to accessible in."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109543
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Patch adds nir_lower_tex_options as parameter to sample_plane so that
we don't need to extend nir_tex_instr for this.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
prog->SamplersUsed is set by the linker when validating resource limits,
while info->textures_used is gathered after NIR optimizations, which may
have eliminated some unused surfaces.
This may let us skip some work.
Reviewed-by: Eric Anholt <eric@anholt.net>
textures_used_by_txf is a subset of textures_used which is a subset
of prog->SamplerUnits. This should do nothing.
Reviewed-by: Eric Anholt <eric@anholt.net>
Eric and I would like a bitmask of which samplers are used, similar to
prog->SamplersUsed, but available in NIR. The linker uses SamplersUsed
for resource limit checking, but later optimizations may eliminate more
samplers. So instead of propagating it through, we gather a new one.
While there, we also gather the existing textures_used_by_txf bitmask.
Gathering these bitfields in nir_shader_gather_info is awkward at best.
The main reason is that it introduces an ordering dependency between the
two passes. If gathering runs before lower_samplers_as_deref, it can't
look at var->data.binding. If the driver doesn't use the full lowering
to texture_index/texture_array_size (like radeonsi), then the gathering
can't use those fields. Gathering might be run early /and/ late, first
to get varying info, and later to update it after variant lowering. At
this point, should gathering work on pre-lowered or post-lowered code?
Pre-lowered is also harder due to the presence of structure types.
Just doing the gathering when we do the lowering alleviates these
ordering problems. This fixes ordering issues in i965 and makes the
txf info gathering work for radeonsi (though they don't use it).
Reviewed-by: Eric Anholt <eric@anholt.net>
Until now, prog_to_nir has been setting texture_index and sampler_index
directly. This is different than GLSL shaders, which create variable
dereferences and rely on lowering passes to reach this final form.
radeonsi uses variable dereferences for samplers rather than
texture_index and sampler_index, so it doesn't even make sense to set
them there. By moving to derefs, we ensure that both GLSL and ARB
programs produce the same final form that the driver desires.
Reviewed-by: Eric Anholt <eric@anholt.net>
An upcoming patch will start building derefs in prog_to_nir, at which
point we'll need to lower them to indexes.
This gets both GLSL and non-GLSL shaders using the same paths.
Reviewed-by: Eric Anholt <eric@anholt.net>
Passes like nir_lower_drawpixels add additional sampler variables,
and set an explicit binding which never changes. These extra samplers
don't have proper uniform storage associated with them, and there is no
way to update bindings via the API. So, for any 'hidden' variables,
just trust that there's an explicit binding set.
Reviewed-by: Eric Anholt <eric@anholt.net>
I would like to be able to run gl_nir_lower_samplers() to turn texture
and sampler variable dereferences into indexes and offsets, even for
ARB programs, and built-in shaders. This would make sampler handling
more consistent across the various types of shaders.
For GLSL programs, the gl_nir_lower_samplers_as_deref() pass looks up
the variable bindings in the shader program's uniform storage. But
ARB programs and built-in shaders don't have a gl_shader_program, and
uniform storage doesn't exist. In this case, we simply skip that
lookup, and trust var->data.binding to be set correctly by whoever
created the shader.
Reviewed-by: Eric Anholt <eric@anholt.net>
Piglit's vp-max-array test creates a vertex program containing a uniform
array sized to the value of GL_MAX_NATIVE_PROGRAM_PARAMETERS_ARB. Mesa
will then add additional state-var parameters for things like the MVP
matrix.
radeonsi currently exposes a value of 4096, derived from constant buffer
upload size. This means the array will have 4096 elements, and the
extra MVP state-vars would get a prog_src_register::Index of over 4096.
Unfortunately, prog_src_register::Index is a signed 13-bit integer, so
values beyond 4096 end up turning into negative numbers. Negative
source indexes are only valid for relative addressing, so this ends up
generating illegal IR.
In prog_to_nir, this would cause an out of bounds array access.
st_mesa_to_tgsi checks for a negative value, assumes it's bogus,
and remaps it to parameter 0 in order to get something in-range.
This isn't right - instead of reading the MVP matrix, it would read
the first element of the vertex program's large array. But the test
only checks that the program compiles, so we never noticed that it
was broken.
This patch limits the size of the program limits, with the understanding
that we may need to generate additional state-vars internally. i965 has
exposed 1024 for this limit for years, so I don't expect lowering it to
2048 will cause any practical problems for radeonsi or other drivers.
Fixes vp-max-array with prog_to_nir.c.
Cc: "19.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This fixes a rather astonishing problem that came up while debugging
an issue in the Vulkan CTS. Apparently the Vulkan CTS framework has
the tendency to create multiple VkDevices, each one with a separate
DRM device FD and therefore a disjoint GEM buffer object handle space.
Because the intel_dump_gpu tool wasn't making any distinction between
buffers from the different handle spaces, it was confusing the
instruction state pools from both devices, which happened to have the
exact same GEM handle and PPGTT virtual address, but completely
different shader contents. This was causing the simulator to believe
that the vertex pipeline was executing a fragment shader, which didn't
end up well.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The blitter doesn't seem to have a write mask, so for depth only and
stencil only blits to Z24S8 we cast the Z24S8 buffer to an RGBA UNORM8
buffer and fall back to pipeline blits with corresponding write mask.
Fixes
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth24_stencil8_stencil_only
dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_depth
dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_msaa_depth
dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_depth
dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_msaa_depth
dEQP-GLES3.functional.fbo.msaa.2_samples.stencil_index8
dEQP-GLES3.functional.fbo.msaa.4_samples.stencil_index8
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
We need to allow overriding the format with that of the image or
sampler view, so we can't take it from the resource in fd6_tex_swiz().
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
The src coordinates are s24.8. For an inverted blit that ends at y=0
we need to program -1 for sy2, so we need to handle negative values
correctly.
Fixes
dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag_reverse_dst_y
dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_min_reverse_dst_y
dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_min_reverse_src_y
dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_color
dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_color
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
We can rewrite almost all depth stencil blits to various red-only
blits. The exception is depth-only or stencil-only blits into z24s8
combined depth stencil buffer. We can fall back for depth-only, but
stencil-only remains broken.
Fixes
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth24_stencil8_basic
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth24_stencil8_scale
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth32f_stencil8_basic
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth32f_stencil8_scale
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth32f_stencil8_stencil_only
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
The explanation for the compressed format check is broken across two
comments:
/* We can blit if both or neither formats are compressed formats... */
/* ... but only if they're the same compression format. */
but the ok_format() checks were inserted between, breaking up the flow
of the sentence.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Call ctx->blit() and let it reject blits it can't do instead of giving
up on stencil blits and blits u_blitter can't do.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
We already check earlier in the call chain in fd_blit().
glBlitFramebuffer always sets render_condition_enable and thus we
would never try the blitter path for that.
Now that we get all of dEQP-GLES3.functional.fbo.blit.conversion.*
down this path, it turs out that the
fail_if(info->mask != util_format_get_mask(info->src.format));
fail_if(info->mask != util_format_get_mask(info->dst.format));
conditions weren't accurate. util_format_get_mask() returns
PIPE_MASK_RGBA for any format with any color channels, while
info->mask is the exact set of channels to blit. So we reject things
we could blit - for example, PIPE_FORMAT_R16G16_FLOAT where info->mask
is RG while util_format_get_mask() returns RGBA - and accept things we
can't. It turns out that the blitter is happy to blit different
number of channels, but fails to blit formats with different numerical
formats and srgb formats.
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Update for a6xx.xml.h to incorporate a few new bits and changes to
blit src rect coordinate types.
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Based on VA Spec,DeriveImage() returns VA_STATUS_ERROR_OPERATION_FAILED if driver
dont have support for internal surface formats.Currently vaDeriveImage()
failed for non-contiguous planes and operation failed error string is
required to support indirect manner i.e. vaCreateImage()+vaPutImage()
incase vaDeriveImage() failed with VA_STATUS_ERROR_OPERATION_FAILED.
This patch will notify to the client as operation failed with proper
error sting,so that client will fallback to vaCreateImage()+vaPutImage().
v2: updated commit message based on VA spec.
Signed-off-by: suresh guttula <suresh.guttula@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
When nir_rematerialize_derefs_in_use_blocks_impl was first written, I
attempted to optimize things a bit by not bothering to re-materialize
the sources of deref instructions figuring that the final caller would
take care of that. However, in the case of more complex deref chains
where the first link or two lives in block A and then another link and
the load/store_deref intrinsic live in block B it doesn't work. The
code in rematerialize_deref_in_block looks at the tail of the chain,
sees that it's already in block B and skips it, not realizing that part
of the chain also lives in block A.
The easy solution here is to just rematerialize deref sources of deref
instructions as well. This may potentially lead to a few more deref
instructions being created by the conditions required for that to
actually happen are fairly unlikely and, thanks to the caching, it's all
linear time regardless.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109603
Fixes: 7d1d1208c2 "nir: Add a small pass to rematerialize derefs per-block"
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
It's more clear and means we don't have to update the array every time
we add an optional texture instruction argument
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Instead of generating it from scratch in each forked repo. This should
save time, energy and storage. (The xserver & xf86-video-amdgpu CI
scripts do basically the same)
v2:
* Hardcode "mesa" instead of using $CI_PROJECT_NAME, to avoid breakage
if the project name is changed after forking (Eric Engestrom)
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
For some reason we don't use view volume clipping by default, and use
scissors instead. These scissors were set to an 8k max fb size, while
the driver advertises 16k-sized framebuffers.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: <mesa-stable@lists.freedesktop.org>
Midgard has native support for QUADS and POLYGONS; Bifrost seemingly
does not. Thus, Midgard generally skips prim_convert whereas Bifrost
needs the pass; this patch allows the setting of allowed primitives to
occur on a per-context basis (for runtime hardware selection).
v2: Use (POLYGONS + 1) instead of LINES_ADJACENCY.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Robert Foss <robert.foss@collabora.com>
Various methods relating to resource management were previously marked
as kernel-specific, forcing them to stay downstream in the vendor
overlay and eventually be duplicated for DRM code. This patch adds back
this code in kernel-neutral space, allowing for code sharing and
minimising the diff to downstream.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Most Midgard instructions take two-arguments logically; there are always
two arguments at the assembly level. For the few instructions that take
only a single argument, generally the second argument slot is unused,
with a zero inline constant occupying the space. fmov/imov are the
exception, where the first argument is filled with r24 and the logical
argument is in the second slot.
Previously, these constraints were handled by a delicate, buggy series
of hacks. This commit removes these hacks. Instead, we look at the
logical number of arguments (from NIR), switching between two argument
and one-argument-one-zero style. We then introduce a quirk for the
flipped style, which applies to fmov/imov.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Nouveau apparently uses the u_screen helper but prints a warning in the
default case, so running any GL program would start grumbling.
Fixes: 8fa54bc549 gallium: Add a PIPE_CAP_NIR_COMPACT_ARRAYS capability bit.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
The sampler will be ignored since the underlying 'ld_mcs' operation
won't use it, so just fill the field with 0 instead of the texture to
make it clearer that's the case.
This will also avoid is_high_sampler() to kick in unnecessarily, in
case we are using the operation for a texture with index >= 16.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
anv and radv both happened to already return 2^14 for these, but
querying the ICD is safer and will help if vdreno (or whatever it's
called) doesn't have the same max.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2: Remove the original ALU instruciton after all of its readers are
modified to read the new ALU instruction.
v3: Fix an issue where a bcsel that may not be executed on a loop
iteration due to a break statement is converted to a phi (and therefore
incorrectly "executed"). Noticed by Tim.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109216
Fixes: 8fb8ebfbb0 ("intel/compiler: More peephole select")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
A single shader in Unigine Superposition is affected by this change.
A single iadd is moved to the end of a loop. This iadd is involved in
a complex set of logic to terminate the loop, and an extra mov
instruction is inserted. This shader really needs the optimization
suggested by bugzilla #94747, and I expect that to make this tiny
regression go away.
All Gen7+ platforms had similar results. (Skylake shown)
total instructions in shared programs: 15047543 -> 15047545 (<.01%)
instructions in affected programs: 565 -> 567 (0.35%)
helped: 0
HURT: 2
total cycles in shared programs: 369977253 -> 369978253 (<.01%)
cycles in affected programs: 127910 -> 128910 (0.78%)
helped: 0
HURT: 2
v2: Skip nir_op_vec{2,3,4} and nir_op_[fi]mov instructions to avoid
infinite optimization loops. Remove the original ALU instruciton after
all of its readers are modified to read the new ALU instruction.
v3: Extend to the more general case. The if the prev-block value from
the phi is not undef, this means the ALU instruction has to be
duplicated in both the prev-block and the continue-block.
Fixes: 8fb8ebfbb0 ("intel/compiler: More peephole select")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This will be used in a couple more places soon.
The function name is... horribly long. Neither Matt nor I could think
of any thing that was shorter and still more descriptive than
"is_phi_foo". I'm willing to entertain suggestions.
Fixes: 8fb8ebfbb0 ("intel/compiler: More peephole select")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
For some reason, this warning only occurs for me in release builds.
In file included from src/intel/compiler/brw_nir_lower_mem_access_bit_sizes.c:25:0:
src/intel/compiler/brw_nir_lower_mem_access_bit_sizes.c: In function ‘brw_nir_lower_mem_access_bit_sizes’:
src/compiler/nir/nir_builder.h:501:26: warning: ‘src_swiz[2]’ may be used uninitialized in this function [-Wmaybe-uninitialized]
alu_src.swizzle[i] = swiz[i];
~~~~~~~~~~~~~~~~~~~^~~~~~~~~
src/intel/compiler/brw_nir_lower_mem_access_bit_sizes.c:225:16: note: ‘src_swiz[2]’ was declared here
unsigned src_swiz[4];
^~~~~~~~
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
There are a number of reasons for the rewrite.
1. Adding support for packing tess patch varyings in a sane way.
2. Making use of qsort allowing the code to be much easier to
follow.
3. Fixes a bug where different interp types caused component
packing to be skipped for all varyings in some scenarios.
4. Allows us to add a crude live range analysis for deciding
which components should be packed together. This support can
optionally be added in a future patch.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will be used in the following patches to determine if we
support packing the components of a varying.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This adds support needed for marking the varyings as used but we
don't actually support packing patches in this patch.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
If the driver does not support rendering to these formats but does
support texturing, we can end up in incompatibilities between textures
and renderbuffers that are then copied to.
Fixes KHR-GL45.copy_image.functional on nvc0
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
Some NVIDIA hardware can accept 128 fragment shader input components,
but only have up to 124 varying-interpolated input components. We add a
new cap to express this cleanly. For most drivers, this will have the
same value as PIPE_SHADER_CAP_MAX_INPUTS for the fragment shader.
Fixes KHR-GL45.limits.max_fragment_input_components
Signed-off-by: Karol Herbst <karolherbst@gmail.com>
[imirkin: rebased, improved docs/commit message]
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
Regardless of whether the build uses kmsro, kmsro is the default driver
descriptor when the static loader is used. Thus, in an edge case where
the static loader is used, no static targets are loaded, and kmsro is
not compiled, a spurious warning is printed. There's no harm in
executing the stub function in this case, but it's not "an error" to not
have kmsro in the build; the driver missing warning should not printed
kmsro.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
This partially reverts a change from b7a93cbded ("radv: Handle
VK_ATTACHMENT_UNUSED in CmdClearAttachment") which fixed actual issues
but also started to accept invalid values for the colorAttachment
field.
This change asserts that the field is valid for the current pass.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: b7a93cbded ("radv: Handle VK_ATTACHMENT_UNUSED in CmdClearAttachment")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This reverts commit d76e777988.
Let's make this obvious that there is an application issue if it tries
to access an attachment that doesn't exist in the current pass.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: d76e777988 ("anv: Handle VK_ATTACHMENT_UNUSED in colorAttachment")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This variable was removed in commit 087af992a2 "travis: remove
unused linux code path" because it looked like it was only used by the
Linux build. Turns out I was wrong, so let's restore it.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
In addition to the DRM interface in active development, for legacy
kernels Panfrost has a small, optional, out-of-tree glue repository. For
various reasons, this legacy code should not be included in Mesa proper,
but this commit allows it to coexist peacefully with upstream Panfrost.
If the nondrm repo is cloned/symlinked to the directory
`src/gallium/drivers/panfrost/nondrm`, legacy functionality will be
built. Otherwise, the driver will build normally, though a runtime error
message will be printed if a legacy kernel is detected.
This workaround is icky, but it allows a nearly-upstream Panfrost to
work on real hardware, today. Ideally, this patch will be reverted when
the Panfrost kernel module is mature and we drop legacy support.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This patch includes the command stream portion of the driver,
complementing the earlier compiler. It provides a base for future work,
though it does not integrate with any particular winsys.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Switching to the defaults function cleans up pan_screen.h markedly and
futureproofs for when new PIPE_CAPs are added.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Suggested-by: Eric Anholt <eric@anholt.net>
As kmsro allows an essentially mix-and-match hodgepodge of display
drivers and renderonly GPUs, it doesn't make sense to couple the display
driver entrypoint definition with the driver. Instead, we move *all*
kmsro entrypoints to a shared kmsro block at the end (avoiding clutter
and distraction since this list may snowball in the future).
v2: Alphabetize driver list.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Anholt <eric@anholt.net>
The strategy is to keep a CPU-side counter of the direct invocations,
and a GPU-side counter of the indirect invocations, and then add them
together for queries.
The specific technique is a macro which multiplies a list of integers
together and accumulates the product into SCRATCH registers held inside
of the context. Another macro will read those values out and add them to
the passed-in cpu-side counter to be stored in a query buffer the same
way that all the other statistics are stored.
Original implementation by Rhys Perry, redone by Ilia Mirkin to use the
SCRATCH temporaries.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Not quite perfect, but at least we don't end up with random values in
the query buffer.
Fixes KHR-GL45.pipeline_statistics_query_tests_ARB.functional_default_qo_values
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
For the NO_WAIT variants, we would jump into the ALWAYS case for both
nested and inverted occlusion queries. However if the query had
previously completed, the application could reasonably expect that the
render condition would follow that result.
To resolve this, we remove the nesting distinction which unnecessarily
created an imbalance between the regular and inverted cases (since
there's no "zero" condition mode). We also use the proper comparison if
we know that the query has completed (which could happen as a result of
an earlier get_query_result call).
Fixes KHR-GL45.conditional_render_inverted.functional
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
Looks like SUBFM.3D and SUEAU are perfectly capable of dealing with 3d
tiling, they just need the correct inputs. Supply them.
We also have to deal with the case where a 2d "layer" of a 3d image is
bound. In this case, we supply the z coordinate separately to the
shader, which has to optionally treat every 2d case as if it could be a
slice of a 3d texture.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
We used to pre-set a bunch of extra arguments to a texture instruction
in order to force the RA to allocate a register at the boundary of 4.
However with the levelZero optimization, which removes a LOD argument
when it's uniformly equal to zero, we undid that logic by removing an
extra argument. As a result, we could end up with insufficient alignment
on the second wide texture argument.
Instead we switch to a different method of achieving the same result.
The logic runs during the constraint analysis of the RA, and adds unset
sources as necessary right before being merged into a wide argument.
Fixes MISALIGNED_REG errors in Hitman when run with bindless textures
enabled on a GK208.
Fixes: 9145873b15 ("nvc0/ir: use levelZero flag when the lod is set to 0")
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
Atomic operations don't update the local cache, which means that we
would have to issue CCTL operations in order to get the updated values.
When we know that a buffer is primarily used for atomic operations, it's
easier to just avoid the caching at that level entirely.
The same issue persists for non-atomic buffers, which will have to be
fixed separately.
Fixes the failing dEQP-GLES31.functional.atomic_counter.* tests.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
The hardware does not natively support FIXED and DOUBLE formats. If
those are used in an indirect draw, they have to be converted. Our
conversion tries to be clever about only converting the data that's
needed. However for indirect, that won't work.
Given that DOUBLE or FIXED are highly unlikely to ever be used with
indirect draws, read the indirect buffer on the CPU and issue draws
directly.
Fixes the failing dEQP-GLES31.functional.draw_indirect.random.* tests.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
We used to restrict this to just PIPE_BIND_SAMPLER_VIEW resources, but
most resources benefit from being tiled.
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
We're writing to the bo and the kernel needs to know for
fd_bo_cpu_prep() to work.
Fixes: f93e431272 ("freedreno/a6xx: Enable blitter")
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Needed for VK_EXT_buffer_device_address.
The pointers are implmemented as i8*, since I could not figure
out how to emulate setting struct offsets in LLVM based on the
SPIR-V offsets (and more weird stuff like row major matrices).
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We use a straight glsl->llvm type conversion so types should already be right.
Also even though the writemasks were changed we we not actually doing 32-bit
things, so this fails miserably.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For example with VK_EXT_buffer_device_address or
VK_KHR_variable_pointers.
Fixes: a2b5cc3c39 "radv: enable variable pointers"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For the implicit casts inherent in nir.
This should probably have been done for shared memory for
VK_KHR_variable_pointers.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
`EGLDisplay` variables (the opaque Khronos type) have mostly been
consistently called `dpy`, as this is the name used in the Khronos
specs.
However, `_EGLDisplay` variables (our internal struct) have been
randomly called `dpy` when there was no local variable clash with
`EGLDisplay`s, and `disp` otherwise.
Let's be consistent and use `dpy` for the Khronos type, and `disp`
for our struct.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Anholt <eric@anholt.net>
Until the kernel side matures and the full driver is upstreamed, to
avoid end-user surprises, Panfrost should only be built for the
adventurous.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Anholt <eric@anholt.net>
I had a single function for "does this do float input unpacking" with two
major flaws: It was missing the most common thing to try to copy propagate
a f32 input nunpack to (the VFPACK to an FP16 render target) along with
several other ALU ops, and also would try to propagate an f32 unpack into
a VFMUL which only does f16 unpacks.
instructions in affected programs: 659232 -> 655895 (-0.51%)
uniforms in affected programs: 132613 -> 135336 (2.05%)
and a couple of programs increase their thread counts.
The uniforms hit appears to be a pattern in generated code of doing (-a >=
a) comparisons, which when a is abs(b) can result in the abs instruction
being copy propagated once but not fully DCEed.
If you only bound rt 1+, we'd still emit a write to the rt0 that isn't
present (noticed while debugging an
ext_framebuffer_multisample-alpha-to-coverage-no-draw-buffer-zero
regression in another change).
Iris would like to use compact arrays for tesslevels and clip/cull
distances. radeonsi will likely want to switch to these at some point,
since it'll be necessary for GL_ARB_gl_spirv support, but it's not ready
for them just yet.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Today, st always sets LowerCombinedClipCullDistance, causing the GLSL IR
lowering to run, giving us vec4[2] arrays. I would like to disable this
and instead run the NIR lowering so that we get compact float[] arrays
instead.
Calling the new pass is a noop if the GLSL IR pass has already run, so
it's safe to call the pass unconditionally.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Compact arrays are used for special variables like clip and cull
distances, or tessellation levels. Drivers using compact arrays
assume that these values will always be actual arrays. We don't
want to turn a float[1] gl_CullDistance into a single float; that
would confuse drivers.
Today, i965 uses compact arrays, and Gallium drivers use
nir_lower_io_arrays_to_elements, so we haven't had any overlap
that would demonstrate the issue. Iris will use both.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
A couple places in st/nir assume that cull distances have been lowered
away, so it will need to call this lowering pass for drivers which opt
out of the GLSL IR lowering. The Intel backend also calls this pass,
for i965 and anv. We need to only do it once.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
We have a GLSL IR pass to convert clip/cull distance float[] arrays
into vec4[2] arrays. In ff281e6204, we attempted to skip this pass
if the GLSL IR lowering had already run. But, that code was not quite
right, as we forgot to strip away the per-vertex IO array layer for
geometry and tessellation shader varyings.
If the GLSL IR pass has run, the variables will not be marked as
"compact". So we can simply check that and bail.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
nir_lower_clip_cull_distance_arrays() marks the combined clip/cull
distance array as compact. However, when translating in from GLSL
or SPIR-V, we were not marking the original float[] arrays as compact.
We should do so. That way, we can detect these corner cases properly.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
radeonsi uses a system value for gl_FragCoord rather than an input var.
These get translated into load_frag_coord NIR intrinsics, which lose the
pixel_center_integer and origin_upper_left decorations. To cope with
this, Tim added a shader_info field for pixel_center_integer, and made
glsl_to_nir set it accordingly.
prog_to_nir also needs to handle these fragcoord conventions. Instead
of duplicating the logic to set the info field, just move it to
nir_lower_system_values so it'll happen regardless of who makes the NIR.
(For what it's worth, we don't need an info flag for origin_upper_left,
because radeonsi lowers origin conventions in nir_lower_wpos_ytransform
before nir_lower_system_values destroys the variable and qualifiers.)
Reviewed-by: Eric Anholt <eric@anholt.net>
Some drivers, such as radeonsi, use a system value for gl_FragCoord
rather than an input variable. In this case, our Mesa IR will have
a PROGRAM_SYSTEM_VALUE register, which we need to translate.
This makes prog_to_nir work for Gallium drivers which expose the
PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL capability bit.
Reviewed-by: Eric Anholt <eric@anholt.net>
We implement the basic VS and FS, as well as the VS that does layered
clears by writing gl_Layer from the vertex shader. Drivers which need
a geometry shader for writing layer continue falling back to TGSI, as
I didn't need this and so didn't bother implementing it. (We certainly
could, however, if people want to add it in the future.)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eric Anholt <eric@anholt.net>
This provides a native NIR version of the DrawPixels/Bitmap passthrough
vertex shader.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eric Anholt <eric@anholt.net>
The state tracker generates several built-in shaders in order to
perform scissored clears, upload/download PBOs, and so on. These
are currently constructed using TGSI, using ureg and u_simple_shader.
I want to have NIR versions of these shaders, for my Gallium driver
that has a NIR backend but no TGSI support. To that end, we'll want
a few helpers to help construct simple shaders.
This patch adds two new helpers:
- st_nir_finish_builtin_shader() takes a manually constructed NIR
shader, applies lowering passes (like st_link_nir would do for GLSL),
and constructs the pipe_shader_state.
- st_nir_make_passthrough_shader() makes a simple passthrough shader,
which copies inputs to outputs. This is similar to u_simple_shaders.
v2: Set info->fs.untyped_color_outputs for vc4/v3d (thanks Eric!).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eric Anholt <eric@anholt.net>
Ken's rework of mesa/st builtins to NIR means that we'll have more NIR
shaders with color output types that are mismatched with the render target
types. Since this is behavior that GLSL doesn't require, add it as a
shader_info option so the driver can know that it needs to ignore the FS
output's base type in favor of the actual render target's. This prevents
needing additional variants in several mesa/st paths (clear, pbo upload,
pbo download), given that the driver already has to handle the variants
for any TGSI being passed to it (from u_blitter, for example).
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
gives me an performance boost of 0.2% in pixmark_piano on my gk106, gm204 and
gp107.
reduces the amount of generated convert instructions by roughly 30% in
shader-db.
v2: only for 32 bit operations
move some common code out of the switch
handle OP_SAT with modifiers
v3: only for registers and const memory
rework if clauses
merge isCvt into this patch
v4: merge isCvt into its use
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
When Mesa is compiled for gallium-xlib using e.g.
./configure --enable-glx=gallium-xlib --disable-dri --disable-gbm
-disable-egl
and is used by an X server (usually remotely via SSH X11 forwarding)
that does not support MIT-SHM such as XMing or MobaXterm, OpenGL
clients report error messages such as
Xlib: extension "MIT-SHM" missing on display "localhost:11.0".
ad infinitum.
The reason is that the code in src/gallium/winsys/sw/xlib uses
MIT-SHM without checking for its existence, unlike the code
in src/glx/drisw_glx.c and src/mesa/drivers/x11/xm_api.c.
I copied the same check using XQueryExtension, and tested with
glxgears on MobaXterm.
This issue was reported before here:
https://lists.freedesktop.org/archives/mesa-users/2016-July/001183.html
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Cc: <mesa-stable@lists.freedesktop.org>
sizeof counts the terminating null character as well, so that also
contributed to the ID computed for the X11 atom. But the convention is
for only the non-null characters to contribute to the atom ID.
Fixes: 2e12fe425f "loader/dri3: Enable adaptive_sync via
_VARIABLE_REFRESH property"
Reviewed-by: Nicholas Kazlauskas <nicholas.kazlauskas@amd.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
When a texture is still bound as an image and the context it was bound in
is destroyed but not the texture, then the texture will still hold the
resource and will not be freed when it is finally destroyed. Hence, release
these references when the context is destroyed.
This leak was triggered by virglrenderer:
https://gitlab.freedesktop.org/virgl/virglrenderer/issues/86
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
ureg_get_tokens clears the reference to the tokens, and create_compute_state makes
a copy, hence the tokens must be explicitely released.
Fixes: Direct leak of 256 byte(s) in 1 object(s) allocated from:
#0 0x7ff729cf3c60 in realloc (/usr/lib64/gcc/x86_64-pc-linux-gnu/7.3.0/libasan.so+0xdbc60)
#1 0x7ff721b1240c in tokens_expand ../../samba/mesa/src/gallium/auxiliary/tgsi/tgsi_ureg.c:234
#2 0x7ff721b1c9c0 in get_tokens ../../samba/mesa/src/gallium/auxiliary/tgsi/tgsi_ureg.c:257
#3 0x7ff721b1c9c0 in copy_instructions ../../samba/mesa/src/gallium/auxiliary/tgsi/tgsi_ureg.c:2040
#4 0x7ff721b1c9c0 in ureg_finalize ../../samba/mesa/src/gallium/auxiliary/tgsi/tgsi_ureg.c:2090
#5 0x7ff721b1e919 in ureg_get_tokens ../../samba/mesa/src/gallium/auxiliary/tgsi/tgsi_ureg.c:2167
#6 0x7ff721f8b35a in si_create_dma_compute_shader ../../samba/mesa/src/gallium/drivers/radeonsi/si_shaderlib_tgsi.c:219
#7 0x7ff722043ed9 in si_compute_do_clear_or_copy ../../samba/mesa/src/gallium/drivers/radeonsi/si_compute_blit.c:156
#8 0x7ff7220448d3 in si_clear_buffer ../../samba/mesa/src/gallium/drivers/radeonsi/si_compute_blit.c:247
#9 0x7ff7220350e8 in vi_dcc_clear_level ../../samba/mesa/src/gallium/drivers/radeonsi/si_clear.c:274
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
It is always false on Gen8+. Also, move the variable definition near
its use.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
All things being equal is better to keep the original order. Since
the new block is empty, push the phis in order to tail.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Daniel Schürmann <daniel.schuermann@campus.tu-berlin.de>
This patch implements the free Midgard shader toolchain: the assembler,
the disassembler, and the NIR-based compiler. The assembler is a
standalone inaccessible Python script for reference purposes. The
disassembler and the compiler are implemented in C, accessible via the
standalone `midgard_compiler` binary. Later patches will use these
interfaces from the driver for online compilation.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
This patch adds an initial stub for the Gallium driver, containing
simple screen functions and the majority of the driver headers but no
actual functionality. It further adds the winsys glue for linking in
this stub driver via kmsro on Rockchip/Amlogic boards.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Commit 8b626a22b2 introduced a new
pipe_image_view::shader_access field, indicating the access mode
specified in the shader. st/mesa's built-in PBO download shader
creates a write-only image buffer, so we should flag it as such.
Nobody uses this field yet (Iris will), so we don't need to backport
this fix to stable branches.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Transform feedback did not set correct SO_DECL.ComponentMask for
varyings packed in VARYING_SLOT_PSIZ:
gl_Layer - VARYING_SLOT_LAYER in VARYING_SLOT_PSIZ.y
gl_ViewportIndex - VARYING_SLOT_VIEWPORT in VARYING_SLOT_PSIZ.z
gl_PointSize - VARYING_SLOT_PSIZ in VARYING_SLOT_PSIZ.w
Fixes: 36ee2fd61c "anv: Implement the basic form of VK_EXT_transform_feedback"
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
From the Vulkan 1.0.98 spec for vkCmdClearAttachments:
"If any attachment to be cleared in the current subpass is VK_ATTACHMENT_UNUSED,
then the clear has no effect on that attachment."
"If the aspectMask member of any element of pAttachments contains
VK_IMAGE_ASPECT_COLOR_BIT, then the colorAttachment member of that
element must either refer to a color attachment which is VK_ATTACHMENT_UNUSED,
or must be a valid color attachment."
"If the aspectMask member of any element of pAttachments contains
VK_IMAGE_ASPECT_DEPTH_BIT, then the current subpass' depth/stencil attachment
must either be VK_ATTACHMENT_UNUSED, or must have a depth component"
"If the aspectMask member of any element of pAttachments contains
VK_IMAGE_ASPECT_STENCIL_BIT, then the current subpass' depth/stencil attachment
must either be VK_ATTACHMENT_UNUSED, or must have a stencil component"
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
From the Vulkan 1.0.98 spec for vkCmdClearAttachments:
"If the aspectMask member of any element of pAttachments contains
VK_IMAGE_ASPECT_COLOR_BIT, then the colorAttachment member of that
element must either refer to a color attachment which is VK_ATTACHMENT_UNUSED,
or must be a valid color attachment."
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The Vulkan spec says:
"If pResolveAttachments is not NULL, for each resolve attachment
that does not have the value VK_ATTACHMENT_UNUSED, the
corresponding color attachment must not have the value
VK_ATTACHMENT_UNUSED."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Outgoing dependencies (ie. external) should happen after the subpass.
This doesn't change anything for subpass resolves as we already
make sure that attachments are shader readable.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The different masks should be accumulated. For example if two
subpasses declare an outgoing dependency (ie. dst ==
VK_SUBPASS_EXTERNAL).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
radv_render_pass_compile() is common to vkCreateRenderPass()
and vkCreateRenderPass2().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
That shouldn't change anything as we check if the last
subpass id is the final subpass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This reworks how the depth stencil attachment is used for
simplicity. This also introduces radv_render_pass_compile()
helper that will be used for further optimizations.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To unify some code in BeginRenderPass() and NextSubpass().
Based on Intel ANV driver.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Previously, we only applied the fix to shaders with a dispatch mode of
SIMD8 but the code it relies on for SIMD16 mode only applies to SIMD16
instructions. If you have a SIMD8 instruction in a SIMD16 shader,
neither would trigger and the restriction could still be hit.
Fixes: 232ed89802 "i965/fs: Register allocator shoudn't use grf127..."
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
By just assigning dst.type to src[i].type, we ensure that the offset at
the end of the loop actually offsets it by the right number of
registers. Otherwise, we'll get into a case where we copy with a Q type
and then offset with a D type and things get out of sync.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we tried to combine all cases where the instruction being
CSE'd writes to more than one MOV worth of registers into one case with
a bit of special casing for LOAD_PAYLOAD. This commit splits things so
that LOAD_PAYLOAD is entirely it's own case. This makes tweaking the
LOAD_PAYLOAD case simpler in the next commit.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Missing check for shader stage in the fs_visitor would corrupt the
cs_prog_data.push information and trigger crashes / corruption later
when uploading the CS state.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We already defer handling the actual execution modes until after we've
created the shader. This just moves it a tiny bit further so we
actually have constants and types and can handle OpExecutionModeId.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Instead of handling it as part of the handling of constant instructions,
just stash the vtn_value when we see the decoration and handle it
explicitly later. This will let us re-order handling of constant
instructions without breaking the Vulkan SPIR-V requirement that
decorating a specialization constant as the WorkgroupSize built-in
overrides the workgroup size set as an execution mode.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
The uint version is less typing, supports different bit sizes, and is
probably a bit more safe because we're actually verifying that the
SPIR-V value is an integer scalar constant.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Required for the following test:
bin/compressedteximage GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
pass when emulating GL on GLES.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Without this we do not end up with a deterministic NIR because
temporary register variables are added in random order. NIR must
be deterministic because we use it to produce a sha for the
radeonsi backends disk cache.
This fixes the shader cache for a bunch of shaders.
Another positive is that this results in a large reduction in the
size of the NIR that the state tracker stores to the disk cache.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
for meson all C++ code is already compiled as C++11, so it's
unnecessary. It's also the wrong way to do this, if we really needed
this the correct way is to set:
```meson
executable(
...
override_options : ['cpp_std=c++11'],
)
```
Which ensures not only that the correct syntax for the current
compiler is used, but also that meson doesn't create arguments like
`-std=c++14 ... -std=c++11`
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The `:` in options should always have one space before and after `foo
: bar`, and lists do not get spaces around the braces: `[foo]` not `[
foo ]`
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Which is and has always been the default. This is largely an artifact
of how the building of these tools was controlled when the meson build
was originally created.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We need to initialize all fields in rs->prim explicitly while
creating new rastpos stage.
Fixes: bac8534267 ("st/mesa: allow glDrawElements to work with GL_SELECT
feedback")
v2: Initializing all fields in rs->prim as per Ilia.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Android.mk and autotools disagree about where generated files should
go, which wasn't a problem until we wanted to build a dist
tarball. This corrects the problem by changing the output and include
paths to be the same on android and autotools (meson already has the
correct include path).
Fixes: 7d7b30835c
("automake: Fix path to generated source")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This was copy-and-paste fail, that oddly showed up in the CTS's
reinterprets of r32f, rgba8, and srgba8 to rgba8i, but not r32ui and r32i
to rgba8i or reinterprets to other signed int formats.
Fixes: 6281f26f06 ("v3d: Add support for shader_image_load_store.")
One of the CTS cases tries to invalidate just stencil of packed
depth/stencil, and we incorrectly lost the depth contents.
Fixes dEQP-GLES3.functional.fbo.invalidate.whole.unbind_read_stencil
Fixes: 0c42b5f3cb ("mesa: wire up InvalidateFramebuffer")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
As of Nov/30/2018 the extension is also valid for OpenGL >= 1.2, so
enable it accordingly and also add the required view class entry.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This fixes serious stuttering in Shadow Of The Tomb Raider.
Fixes: 50fd253bd6 ("radv/winsys: Add priority handling during submit.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reported by Coverity: in the case of unsupported modifier request, the
code does not jump to the “fail” label to destroy the acquired resource.
CID: 1435704
Signed-off-by: Ernestas Kulik <ernestas.kulik@gmail.com>
Fixes: 45bb8f2957 ("broadcom: Add V3D 3.3 gallium driver called "vc5", for BCM7268.")
Reported by Coverity: in the case where there exist hardware and
non-hardware queries, the code does not jump to err_free_query and leaks
the query.
CID: 1430194
Signed-off-by: Ernestas Kulik <ernestas.kulik@gmail.com>
Fixes: 9ea90ffb98 ("broadcom/vc4: Add support for HW perfmon")
I can't imagine the new HW block being paired with a v6 CPU, so don't
bother with the CPU detection that vc4 had to do.
Improves 1024x1024 TexImage on my 7278 by 47.3229% +/- 0.679632%
Earlier commit addressed 7 of the 8 instances available.
v2: Rebase patch back to master (by anholt)
Cc: Carsten Haitzler (Rasterman) <raster@rasterman.com>
Cc: Eric Anholt <eric@anholt.net>
Fixes: 300d3ae8b1 ("vc4: Declare the cpu pointers as being modified in NEON asm.")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=108877">Bug 108877</a> - OpenGL CTS gl43 test cases were interrupted due to segment fault</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109023">Bug 109023</a> - error: inlining failed in call to always_inline ‘__m512 _mm512_and_ps(__m512, __m512)’: target specific option mismatch</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109129">Bug 109129</a> - format_types.h:1220: undefined reference to `_mm256_cvtps_ph'</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109229">Bug 109229</a> - glLinkProgram locks up for ~30 seconds</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109242">Bug 109242</a> - [RADV] The Witcher 3 system freeze</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109488">Bug 109488</a> - Mesa 18.3.2 crash on a specific fragment shader (assert triggered) / already fixed on the master branch.</li>
</ul>
<h2>Changes</h2>
<p>Andres Gomez (2):</p>
<ul>
<li>bin/get-pick-list.sh: fix the oneline printing</li>
<li>bin/get-pick-list.sh: fix redirection in sh</li>
</ul>
<p>Axel Davy (1):</p>
<ul>
<li>st/nine: Immediately upload user provided textures</li>
</ul>
<p>Bas Nieuwenhuizen (3):</p>
<ul>
<li>radv: Only use 32 KiB per threadgroup on Stoney.</li>
<li>radv: Set partial_vs_wave for pipelines with just GS, not tess.</li>
<li>nir: Account for atomics in copy propagation.</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109107">Bug 109107</a> - gallium/st/va: change va max_profiles when using Radeon VCN Hardware</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109543">Bug 109543</a> - After upgrade mesa to 19.0.0~rc1 all vulkan based application stop working ["vulkan-cube" received SIGSEGV in radv_pipeline_init_blend_state at ../src/amd/vulkan/radv_pipeline.c:699]</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110211">Bug 110211</a> - If DESTDIR is set to an empty string, the dri drivers are not installed</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110221">Bug 110221</a> - build error with meson</li>
</ul>
<h2>Changes</h2>
<p>Andres Gomez (4):</p>
<ul>
<li>glsl: correctly validate component layout qualifier for dvec{3,4}</li>
<li>glsl/linker: don't fail non static used inputs without matching outputs</li>
<li>glsl/linker: simplify xfb_offset vs xfb_stride overflow check</li>
<li>Revert "glsl: relax input->output validation for SSO programs"</li>
</ul>
<p>Bas Nieuwenhuizen (2):</p>
<ul>
<li>radv: Use correct image view comparison for fast clears.</li>
<li>ac/nir: Return frag_coord as integer.</li>
</ul>
<p>Danylo Piliaiev (2):</p>
<ul>
<li>anv: Treat zero size XFB buffer as disabled</li>
<li>glsl: Cross validate variable's invariance by explicit invariance only</li>
</ul>
<p>Dave Airlie (1):</p>
<ul>
<li>softpipe: fix texture view crashes</li>
</ul>
<p>Dylan Baker (5):</p>
<ul>
<li>docs: Add SHA256 sums for 19.0.0</li>
<li>cherry-ignore: Add commit that doesn't apply</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=108766">Bug 108766</a> - Mesa built with meson has RPATH entries</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=109648">Bug 109648</a> - AMD Raven hang during va-api decoding</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110257">Bug 110257</a> - Major artifacts in mpeg2 vaapi hw decoding</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110259">Bug 110259</a> - radv: Sampling depth-stencil image in GENERAL layout returns nothing but zero (regression, bisected)</li>
</ul>
<h2>Changes</h2>
<p>Boyuan Zhang (1):</p>
<ul>
<li>st/va: reverse qt matrix back to its original order</li>
</ul>
<p>Caio Marcelo de Oliveira Filho (1):</p>
<ul>
<li>nir: Take if_uses into account when repairing SSA</li>
</ul>
<p>Dylan Baker (2):</p>
<ul>
<li>docs: Add SHA256 sums for mesa 19.0.1</li>
<li>VERSION: bump version for 19.0.2</li>
</ul>
<p>Eric Anholt (3):</p>
<ul>
<li>dri3: Return the current swap interval from glXGetSwapIntervalMESA().</li>
<li>v3d: Bump the maximum texture size to 4k for V3D 4.x.</li>
<li>v3d: Don't try to use the TFU blit path if a scissor is enabled.</li>
</ul>
<p>Eric Engestrom (1):</p>
<ul>
<li>meson: strip rpath from megadrivers</li>
</ul>
<p>Jason Ekstrand (1):</p>
<ul>
<li>Revert "anv/radv: release memory allocated by glsl types during spirv_to_nir"</li>
</ul>
<p>Karol Herbst (1):</p>
<ul>
<li>nir/print: fix printing the image_array intrinsic index</li>
Mesa 19.0.4 is a bug fix release which fixes bugs found since the 19.0.3 release.
</p>
<p>
Mesa 19.0.4 implements the OpenGL 4.5 API, but the version reported by
glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) /
glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being used.
Some drivers don't support all the features required in OpenGL 4.5. OpenGL
4.5 is <strong>only</strong> available if requested at context creation.
Compatibility contexts may report a lower version depending on each driver.
</p>
<h2>SHA256 checksums</h2>
<pre>
TBD
</pre>
<h2>New features</h2>
<p>N/A</p>
<h2>Bug fixes</h2>
<ul>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=99781">Bug 99781</a> - Some Unity games fail assertion on startup in glXCreateContextAttribsARB</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=100239">Bug 100239</a> - Incorrect rendering in CS:GO</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=108540">Bug 108540</a> - vkAcquireNextImageKHR blocks when timeout=0 in Wayland</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110143">Bug 110143</a> - Doom 3: BFG Edition - Steam and GOG.com - white flickering screen</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110291">Bug 110291</a> - Vega 64 GPU hang running Space Engineers</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110355">Bug 110355</a> - radeonsi: GTK elements become invisible in some applications (GIMP, LibreOffice)</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110573">Bug 110573</a> - Mesa vulkan-radeon 19.0.3 system freeze and visual artifacts (RADV)</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110590">Bug 110590</a> - [Regression][Bisected] GTAⅣ under wine fails with GLXBadFBConfig</li>
<li><ahref="https://bugs.freedesktop.org/show_bug.cgi?id=110632">Bug 110632</a> - "glx: Fix synthetic error generation in __glXSendError" broke wine games on 32-bit</li>
</ul>
<h2>Changes</h2>
<p>Alejandro Piñeiro (1):</p>
<ul>
<li>docs: document MESA_GLSL=errors keyword</li>
</ul>
<p>Andrii Simiklit (1):</p>
<ul>
<li>egl: return correct error code for a case req ver < 3 with forward-compatible</li>
</ul>
<p>Axel Davy (1):</p>
<ul>
<li>st/nine: Fix D3DWindowBuffer_release for old wine nine support</li>
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