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pan/midgard: Use fp32 blend shaders
Clearly we do want to have fp16 at some point ... but I kind of give up debugging and it turns out the issues with fp16 support in 'frost are so deeply rooted that I might as well disable this non-opt and land LCRA now. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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4 changed files with 11 additions and 12 deletions
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@ -44,6 +44,7 @@ dEQP-GLES2.functional.fbo.render.shared_colorbuffer.tex2d_rgb_depth_component16
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dEQP-GLES2.functional.fbo.render.shared_depthbuffer.rbo_rgb565_depth_component16 Fail
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dEQP-GLES2.functional.fbo.render.shared_depthbuffer.tex2d_rgba_depth_component16 Fail
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dEQP-GLES2.functional.fbo.render.shared_depthbuffer.tex2d_rgb_depth_component16 Fail
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dEQP-GLES2.functional.fragment_ops.blend.rgb_func_alpha_func.dst.zero_constant_color Fail
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dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.add_dst_color_one_minus_src_color Fail
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dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.reverse_subtract_zero_dst_alpha Fail
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dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.reverse_subtract_zero_dst_color Fail
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@ -720,7 +721,6 @@ dEQP-GLES2.functional.fragment_ops.random.72 Fail
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dEQP-GLES2.functional.fragment_ops.random.75 Fail
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dEQP-GLES2.functional.fragment_ops.random.81 Fail
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dEQP-GLES2.functional.fragment_ops.random.87 Fail
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dEQP-GLES2.functional.fragment_ops.random.94 Fail
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dEQP-GLES2.functional.fragment_ops.random.96 Fail
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dEQP-GLES2.functional.polygon_offset.default_render_with_units Fail
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dEQP-GLES2.functional.polygon_offset.fixed16_factor_1_slope Fail
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@ -713,7 +713,6 @@ dEQP-GLES2.functional.fragment_ops.random.72 Fail
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dEQP-GLES2.functional.fragment_ops.random.75 Fail
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dEQP-GLES2.functional.fragment_ops.random.81 Fail
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dEQP-GLES2.functional.fragment_ops.random.87 Fail
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dEQP-GLES2.functional.fragment_ops.random.94 Fail
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dEQP-GLES2.functional.fragment_ops.random.96 Fail
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dEQP-GLES2.functional.polygon_offset.default_render_with_units Fail
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dEQP-GLES2.functional.polygon_offset.fixed16_factor_1_slope Fail
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@ -82,7 +82,7 @@ nir_alpha_saturate(
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{
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nir_ssa_def *Asrc = nir_channel(b, src, 3);
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nir_ssa_def *Adst = nir_channel(b, dst, 3);
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nir_ssa_def *one = nir_imm_float16(b, 1.0);
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nir_ssa_def *one = nir_imm_float(b, 1.0);
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nir_ssa_def *Adsti = nir_fsub(b, one, Adst);
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return (chan < 3) ? nir_fmin(b, Asrc, Adsti) : one;
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@ -99,7 +99,7 @@ nir_blend_factor_value(
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{
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switch (factor) {
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case BLEND_FACTOR_ZERO:
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return nir_imm_float16(b, 0.0);
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return nir_imm_float(b, 0.0);
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case BLEND_FACTOR_SRC_COLOR:
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return nir_channel(b, src, chan);
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case BLEND_FACTOR_DST_COLOR:
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@ -132,7 +132,7 @@ nir_blend_factor(
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nir_blend_factor_value(b, src, dst, bconst, chan, factor);
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if (inverted)
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f = nir_fsub(b, nir_imm_float16(b, 1.0), f);
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f = nir_fsub(b, nir_imm_float(b, 1.0), f);
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return nir_fmul(b, raw_scalar, f);
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}
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@ -167,7 +167,7 @@ nir_blend(
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nir_ssa_def *src, nir_ssa_def *dst)
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{
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/* Grab the blend constant ahead of time */
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nir_ssa_def *bconst = nir_f2f16(b, nir_load_blend_const_color_rgba(b));
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nir_ssa_def *bconst = nir_load_blend_const_color_rgba(b);
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/* We blend per channel and recombine later */
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nir_ssa_def *channels[4];
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@ -249,13 +249,13 @@ nir_lower_blend(nir_shader *shader, nir_lower_blend_options options)
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b.cursor = nir_before_instr(instr);
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/* Grab the input color */
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nir_ssa_def *src = nir_f2f16(&b, nir_ssa_for_src(&b, intr->src[1], 4));
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nir_ssa_def *src = nir_ssa_for_src(&b, intr->src[1], 4);
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/* Grab the tilebuffer color - io lowered to load_output */
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nir_ssa_def *dst = nir_f2f16(&b, nir_load_var(&b, var));
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nir_ssa_def *dst = nir_load_var(&b, var);
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/* Blend the two colors per the passed options */
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nir_ssa_def *blended = nir_f2f32(&b, nir_blend(&b, options, src, dst));
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nir_ssa_def *blended = nir_blend(&b, options, src, dst);
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/* Write out the final color instead of the input */
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nir_instr_rewrite_src(instr, &intr->src[1],
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@ -49,14 +49,14 @@ static nir_ssa_def *
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nir_float_to_unorm8(nir_builder *b, nir_ssa_def *c_float)
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{
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/* First, we degrade quality to fp16; we don't need the extra bits */
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nir_ssa_def *degraded = nir_f2f16(b, c_float);
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nir_ssa_def *degraded = /*nir_f2f16(b, c_float)*/c_float;
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/* Scale from [0, 1] to [0, 255.0] */
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nir_ssa_def *scaled = nir_fmul_imm(b, nir_fsat(b, degraded), 255.0);
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/* Next, we type convert */
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nir_ssa_def *converted = nir_u2u8(b, nir_f2u16(b,
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nir_fround_even(b, scaled)));
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nir_fround_even(b, nir_f2f16(b, scaled))));
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return converted;
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}
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@ -65,7 +65,7 @@ static nir_ssa_def *
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nir_unorm8_to_float(nir_builder *b, nir_ssa_def *c_native)
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{
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/* First, we convert up from u8 to f16 */
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nir_ssa_def *converted = nir_u2f16(b, nir_u2u16(b, c_native));
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nir_ssa_def *converted = nir_f2f32(b, nir_u2f16(b, nir_u2u16(b, c_native)));
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/* Next, we scale down from [0, 255.0] to [0, 1] */
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nir_ssa_def *scaled = nir_fsat(b, nir_fmul_imm(b, converted, 1.0/255.0));
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