Commit graph

83 commits

Author SHA1 Message Date
Ian Romanick
2f467fb154 gallium/draw: Enable polygon stipple NIR helpers to generate bool1 or bool32 Booleans
It appears that only softpipe, llvmpipe, and d3d12 hit any of this
code. If some NIR-to-TGSI driver that doesn't have native integers
(e.g., i915 or r300) wants to use this path in the future, it should be
easy to add float32 support.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20869>
2023-01-28 20:42:32 -08:00
Giancarlo Devich
f13a42e5a1 Fix incorrect stage reference
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20616>
2023-01-11 07:18:42 +00:00
Giancarlo Devich
63345d59b0 d3d12: Unionize shader variables in d3d12_shader_key to reduce size
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20616>
2023-01-11 07:18:42 +00:00
Ian Romanick
1fae751d49 microsoft/compiler: Simplify nir_intrinsic_load_front_face handling
It is invalid to have Boolean variables as either shader inputs or
outputs, so there is no point to try to lower them in general.  The only
use for this was some two-phase lowering of
nir_intrinsic_load_front_face that could be done in a single phase.
Create the SYSTEM_VALUE_FRONT_FACE as a uint and compare it with zero at
the same time.

No shader-db or fossil-db changes on any Intel platform.

v2: Remove dxil_nir_lower_bool_input from dxil_nir.h and drop it from
the other caller in the spirv_to_dxil codepath.  Noticed by Jesse.  Fix
setting bit size when loading SYSTEM_VALUE_FRONT_FACE.  Caught by CI.

v3: Use nir_ine_imm.  Change type of gl_FrontFacing GS output in
d3d12_nir_passes from Boolean to integer.  Both suggested by Jesse.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15121>
2022-12-14 06:23:21 +00:00
Jesse Natalie
1399f37a3b d3d12: Move lower_sample_pos to microsoft/compiler
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19471>
2022-11-04 01:40:17 +00:00
Pedro J. Estébanez
0bf5bbb3e4 microsoft/spirv2dxil: Refactor to make SM and validator versions public
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19227>
2022-10-24 16:15:31 +00:00
Jesse Natalie
85359eba03 d3d12: Get max supported shader model
Reviewed-by: Giancarlo Devich <gdevich@microsoft.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18022>
2022-08-25 21:22:49 +00:00
Ian Romanick
1aacd9492d radeonsi: r600: d3d12: st: Use NIR lowering for tg4 offset arrays instead of GLSL lowering
I think I got all the drivers that need updating.  This is only
necessary in drivers that support GLSL 4.00 / GL_ARB_gpu_shader5 and
have PIPE_CAP_TEXTURE_GATHER_OFFSETS = 0.

v2: Don't (accidentally) condition tg4 offsets lowering on tex rect
lowering.  Noticed by Qiang.

v3: Add missing bool() cast.

v4: don't use designated initializers

Fixes: 640f909862 ("glsl: add _texture related sparse texture builtin functions")
Closes: #6365
Tested-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16547>
2022-08-23 01:10:23 +00:00
Michael Tang
55b3980e78 microsoft/compiler: Add dxil_logger type and parameter to nir_to_dxil
v2 (jenatali): Add a default logger which aborts via unreachable,
and use NULL from GL/Vulkan to use the default logger.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12510>
2022-08-11 16:17:46 +00:00
Jesse Natalie
ef7635b1cb d3d12: Retrieve validator version
For platforms where there's no validator available, leave the field zero-initialized
to let the DXIL backend choose whatever target validator version it wants.

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
2022-07-23 14:48:17 +00:00
Jesse Natalie
6af22121cf microsoft/compiler: Add a max validator version
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
2022-07-23 14:48:17 +00:00
Jesse Natalie
c8f63e07da microsoft/compiler: Add a max shader model option
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
2022-07-23 14:48:17 +00:00
Jesse Natalie
fccd6e275c d3d12: Support clip halfz
Reviewed-by: Giancarlo Devich <gdevich@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17567>
2022-07-22 00:00:54 +00:00
Boris Brezillon
e11035bf6d microsoft/compiler: Support gl_Layer
Maps pretty nicely to SV_RenderTargetArrayIndex, so nothing complicated
here.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
2022-06-15 22:04:00 +00:00
Boris Brezillon
afb64e10c1 microsoft/compiler: Move d3d12_fix_io_uint_type() to dxil_nir.c
We currently have two implementations of the same logic. Let's pick
the d3d12 one, move it to dxil_nir.c and let nir_to_dxil() call it
when appropriate.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
2022-06-15 22:04:00 +00:00
Louis-Francis Ratté-Boulianne
b0b9b50077 d3d12: Move d3d12_nir_lower_vs_vertex_conversion() to a common place
So we can re-use it in dozen.

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15955>
2022-06-14 17:42:51 +00:00
Erik Faye-Lund
00837c6bef microsoft/compiler: make sampler-lowering optional
We don't want this in DZN, so let's make it optional.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16904>
2022-06-10 22:14:14 +00:00
Erik Faye-Lund
b386802bb9 d3d12: move cubemap-lowering to common-code
We're going to want to do part of this in DZN as well.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16904>
2022-06-10 22:14:14 +00:00
Jesse Natalie
cc805aef69 d3d12: Properly set HS input control point count
Looks like some hardware needs this info in the shader to match the
topology. Since there's no spot in the shader info for it, we're
currently using the array size of the TCS input vars to store it.

Cc: mesa-stable
Reviewed-by: Paul Dodzweit <paul.dodzweit@amd.com>
Tested-by: Paul Dodzweit <paul.dodzweit@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16920>
2022-06-09 17:08:18 +00:00
Yonggang Luo
d493e2ef7d d3d12: Move shared code that include d3d12 headers into d3d12_common.h
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16767>
2022-06-03 16:33:00 +00:00
Jesse Natalie
863b3abbbc d3d12: Re-add missed bitmasks to shader key comparison
Fixes: a064e63e ("d3d12: Reduce cost of shader key comparisons")
Acked-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16756>
2022-05-31 18:32:59 +00:00
Ken Johnson
a064e63e83 d3d12: Reduce cost of shader key comparisons
In drawing-command-heavy scenes, d3d12 is sometimes CPU-bound here.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16463>
2022-05-13 20:56:04 +00:00
Jesse Natalie
9f37579e1b d3d12: Correctly key off of polygon stipple enable cap
Apparently we were only keying off the presence of a real stipple pattern
being set, and completely ignoring when the app does glDisable().

Add in the actual enable bit as an additional discriminator to determine
if we should be doing polygon stippling.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16254>
2022-05-02 15:56:05 +00:00
Emma Anholt
536c8ee96d nir/lower_tex: Make the adding a 0 LOD to nir_op_tex in the VS optional.
This controls the whole lowering of "make tex ops with implicit
derivatives on non-implicit-derivative stages be tex ops with an explicit
lod of 0 instead", but it's really hard to describe that in a git commit
summary.

All existing callers get it added except:
- nir_to_tgsi which didn't want it.
- nouveau, which didn't want it (fixes regressions in shadowcube and
  shadow2darray with NIR, since the shading languages don't expose txl of
  those sampler types and thus it's not supported in HW)
- optional lowering passes in mesa/st (lower_rect, YUV lowering, etc)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16156>
2022-04-28 21:26:08 +00:00
Erik Faye-Lund
1e570962ef d3d12: use dxil_validator
Now that we have a shiny, new dxil validator interface, let's start
using it in the D3D12 gallium driver.

Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15751>
2022-04-07 00:00:44 +00:00
Erik Faye-Lund
837f781c9a d3d12: fix return-code without dxcompiler.dll
When we don't have a good dxcompiler.dll that we can load IDxcLibrary
from to help with diagnostics, we currently return true for validation
even if the validation actually failed.

Let's fix that, and also add a debug-message explaining what went wrong
for those who are debugging and wondering what's up.

Fixes: 2ea15cd661 ("d3d12: introduce d3d12 gallium driver")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15744>
2022-04-06 14:56:39 +00:00
Jesse Natalie
2360c25d63 d3d12: Don't add a second dual-source output for Heaven
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14965>
2022-02-10 20:19:00 +00:00
Jesse Natalie
a3a3599a08 d3d12: When adding new output varyings, write 0s
This avoids undefined behavior in some cases, and in the case
where the new output varying is actually a sysval like viewport
index, the DXIL validator will require it to be written.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
2022-02-04 20:49:23 +00:00
Jesse Natalie
ccaa79a1ba d3d12: Don't add arrayed VS outputs when next stage uses per-vertex inputs
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
2022-02-04 20:49:23 +00:00
Jesse Natalie
1b11113efa d3d12: Don't force a GS to be added for 'flat' sysvals
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
2022-02-04 20:49:23 +00:00
Jesse Natalie
3feae7ec5d d3d12: Update nir varying bitmasks when linking stages
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
2022-02-04 20:49:23 +00:00
Jesse Natalie
a26f647caa d3d12: Update depth invert to deal with multi-viewport
Turn the context state and shader key into a bitmask. When lowering
the depth invert into the shader, scan for writes to viewport index.
If found, move position to the end of the function (or current vertex)
and check if the current viewport needs the depth invert before applying.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
2022-02-04 20:49:23 +00:00
Jesse Natalie
52b3e6be5f d3d12: Fix linkage for viewport index
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
2022-02-04 20:49:23 +00:00
Jesse Natalie
204102099a d3d12: Lower [de]construction of doubles via math ops into pack/unpack ops
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Reviewed-By: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14837>
2022-02-04 00:07:53 +00:00
Jesse Natalie
944832d3d7 d3d12: Cache a modifyable copy of the nir options in d3d12_screen
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Reviewed-By: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14837>
2022-02-04 00:07:53 +00:00
Jesse Natalie
f4654f2c1c d3d12: Unpack multi-stream varyings
DXIL doesn't support a single varying having components belonging
to multiple streams. For geometry shader outputs, whenever we find
this to be the case, break up that variable into multiple sub-
variables, and update stores to that variable to write to the new
sub-variables instead.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787>
2022-01-31 13:34:27 -08:00
Christian Gmeiner
e67bca3fe7 nir: make lower_sample_tex_compare a common pass
This pass was originally written for d3d12, but is useful for hardware
that lacks sample compare support like some etnaviv GPU models.

Also rename the lowering pass and some surrounding code to
nir_lower_tex_shadow as suggested by Emma.

I'd like to use the pass that's already in tree.

Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14308>
2022-01-28 18:40:53 +00:00
Jesse Natalie
278b30723f d3d12: Handle input clip array size in the shader key
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
Jesse Natalie
df302f5f90 d3d12: Update varying creation logic to handle location_frac
When multiple variables are packed into the same location, we need
to re-construct variables that read/write the same components of that
register so that the DXIL signature is correct. We could try to
merge these variables, but getting the types right sounds harder than
just preserving the multiple individual variables.

Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
Jesse Natalie
1a231ec805 d3d12: Add a state variable for patch_vertices_in
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
Jesse Natalie
de438f381f d3d12: Handle passthrough TCS in the case where eval is bound
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
Jesse Natalie
c83476ff13 d3d12: Link tesselation control and eval shaders
GLSL puts a bunch of tessellation info in the eval shaders, because
passthrough control shaders can exist. D3D12 puts it in the control
(hull) shader instead. So, when specializing, copy info from domain
to hull. For initial compiles (no domain shader), just make something
up.

D3D12 also requires the domain and hull shaders to have identical
patch constant signatures. Use the existing infrastructure and extend
it to also propagate patch constants. Notably, patch constant locations
are outside of the 64-bit range value so they require a separate pass
to avoid shifts larger than 64.

Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
Jesse Natalie
0ed7b44f5c d3d12: Initial plumbing for tesselation
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
Jesse Natalie
7f9ac5bba2 d3d12: Support dynamic UBO/SSBO indexing
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
2022-01-21 23:08:26 +00:00
Jesse Natalie
ce93f114b6 d3d12: Run point sprite lowering pass on multi-stream GS when safe
In the case of a multi-stream GS that is attempting to output wide
points to stream 0, we can support this by lowering stream 0 to
triangles and then removing the other streams. This is only valid
to do if the other streams are not being written to stream output,
either if they're not present in the SO info or no buffer is bound.

Fixes the arb_gpu_shader5/arb_gpu_shader5-emitstreamvertex_nodraw
piglit test which does this.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
2022-01-21 23:08:26 +00:00
Jesse Natalie
2a81bd9397 d3d12: Apply GS point sprite lowering to fixed-function point size too
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
2022-01-21 23:08:26 +00:00
Jesse Natalie
e5cf19fced d3d12: Modify shaders when MSAA is disabled
I couldn't find this in a spec but the builtin-gl-sample-mask piglit
seems to expect writing to the output sample mask to do nothing when
max num samples == 0.

The ForcedSampleCount property should make everything appear as if
MSAA is disabled. However, it's undefined behavior if depth is
bound, so in that case, we can at least use a lowering pass to
make things *look* like MSAA is off, unless you use atomics to
count invocations.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
2022-01-21 23:08:26 +00:00
Jesse Natalie
173e373803 d3d12: Lower load_sample_pos to load_sample_pos_at_id
D3D doesn't have an intrinsic for loading the current sample's
position, only for loading a specific sample's intrinsic. Fortunately,
we can also just get the current sample. So do that.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
2022-01-21 23:08:26 +00:00
Jesse Natalie
7ad089c66e d3d12: Sample mask output needs to be uint-typed
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
2022-01-21 23:08:26 +00:00
Jesse Natalie
aaceb10b0f d3d12: Upgrade first vertex state var into all vertex draw params
Add in base instance, draw ID, and is-indexed-draw

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14486>
2022-01-14 15:54:33 +00:00