Compressed textures have two additional quirks that affect the tiling
code (but not the mip offsets): they get extra stride padding in some
cases for the large miptree, and the tile size is based on the POT size
and not the real size for the small miptree.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
For compressed textures, mip levels > 0 can have additional stride
padding. This (in some cases) affects the tile stride calculation, so it
cannot be implicitly represented with the existing members.
Add an explicit array containing the stride, in elements, of each
miptree level. The tiling code uses this instead of the minified and
element-aligned width when computing tile addressing.
This commit should be a functional no-op.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
For compressed textures, the POT miptree starting size is calculated
backwards (POT then minify instead of minify then POT).
In addition, the existing POT miptree start level code does not work for
compressed textures. Due to the extra block alignment requirement each
step of the way, we can no longer get away with nice log-based O(1)
math. Switch to a loop. This should be equivalent for uncompressed
textures, but yields different results with compression (element size >
1x1).
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
This is the easy part, passes the piglits.
---
N.b.: this also includes a bug fix for ARB_base_instance that would be
nontrivial to extract out, so I'm backporting the whole feature for release. How
terrible, more features :-P
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
fixes arb_shader_image_load_store-invalid case imageLoad/address bounds test/imageCube/rgba32f
this is also better codegen since it avoids the wacko division by 6. although it
creates a div by 6 in imageSize, that's better because that one is much more
likely to hoist to the preamble. probably should've done this from the start.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
these cause robustness problems -- since the target type might not match the
shader for invalid apps -- and are a dubious microoptimization. can revisit
later. for now, fixes imageAtomic*/target mismatch test.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
replace with optional debug flag for retaining debugability but getting
conformant behaviour by default. fixes piles of piglit crashes.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
Hot fix... gpu alloc needs bigger reworks but that's probably not going to
happen until tess is done & we can see the whole picture.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
AFAICT, there's no way to use this with...
* transform feedback
* geometry shaders
* isolines
* points mode
...so it's not terribly useful to us. But worth knowing it exists.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
Now that load_base_instance is wired up (as part of the indirect GS
implementation), this is really easy. Validated with Piglit.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26056>
- Compile GS with linked VS and auxiliary programs
- Dispatch GS as compute programs + an indirect draw with the GS copy program
- Use passthrough GS to implement XFB, replacing old XFB impl.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26056>
Rather than hardcoding u0_u1, this lets drivers map texture handles in whatever
way is convenient. In particular, this makes textures work properly with merged
shader stages (provided one of the stages is forced to use bindless access), by
giving each stage an independent texture heap.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26056>