which is where a block in src maps to a pixel in dst and vice versa.
e.g. DXT1 <-> R32G32_UINT
DXT5 <-> R32G32B32A32_UINT
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
For debugging, bug reports, etc.
This is not in the radeonsi directory, but it is about radeonsi.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This paves the way for copy propagating our unpacks. We end up with a
small change on shader-db:
total instructions in shared programs: 89390 -> 89251 (-0.16%)
instructions in affected programs: 19041 -> 18902 (-0.73%)
which appears to be because we no longer convert MOVs for an FMAX dst,
r4.unpack, r4.unpack (instead of the previous MOV dst, r4.unpack), and
this ends up with a slightly better schedule.
At one point I thought packs and unpacks were in the same field of the
instruction. They aren't. These instructions therefore never cause a
pack.
total instructions in shared programs: 89472 -> 89390 (-0.09%)
instructions in affected programs: 15261 -> 15179 (-0.54%)
f16c intrinsic can only be emitted when AVX is used. So when we disable AVX
due to forcing 128bit vectors we must not use this intrinsic (depending on
llvm version, this worked previously because llvm used AVX even when we didn't
tell it to, however I've seen this fail with llvm 3.3 since
718249843b which seems to have the side effect
of disabling avx in llvm albeit it only touches sse flags really, but
with ea421e919a it's now really disabled).
Albeit being able to use AVX with 128bit vectors also would have its uses, the
code as is really was meant to emulate jit code creation for less capable cpus.
v2: add some (ifdefed out) missing de-featuring options for simulating
less capable cpus.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
At least vl_mpeg12_decoder uses the picture
desc in begin_frame and decode_bitstream.
https://bugs.freedesktop.org/show_bug.cgi?id=92634
Signed-off-by: Julien Isorce <j.isorce@samsung.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
One instruction instead of four, and it turns out you do this a lot for
the Over operator.
total uniforms in shared programs: 32168 -> 32087 (-0.25%)
uniforms in affected programs: 318 -> 237 (-25.47%)
total instructions in shared programs: 89830 -> 89472 (-0.40%)
instructions in affected programs: 6434 -> 6076 (-5.56%)
According to piglit/xonotic/neverball/stc, blend/rasterize/zsa state
will always be bound (never null). And the null checks were in-
consistent anyways, so remove them.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Uses the DCC buffer instead of the CMASK buffer. The ELIMINATE_FAST_CLEAR
still works. Furthermore, with DCC compression we can directly clear
to a limited set of colors such that we do not need a postprocessing step.
v2 Marek: check dcc_buffer && dirty_level_mask in set_sampler_view
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Can't see why anyone would ever want to use this, but it was clearly broken.
This fixes the piglit texwrap offset test using this combination.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
When using nearest filtering and clamp / clamp to edge wrapping results could
be wrong for negative offsets. Fix this by adding the offset before doing
the conversion to int coords (could also use floor instead of trunc int
conversion but probably more complex on "typical" cpu).
This fixes the piglit texwrap offset failures with this filter/wrap combo
(which only leaves the linear/mirror repeat combination broken).
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
For vertex/geometry shader sampling, this is the same as for llvmpipe - just
use the original resource target.
For fragment shader sampling though (which does not use first-layer based mip
offsets) adjust the sampling code to use first_layer in the non-array cases.
While here also fix up some code which looked wrong wrt buffer texel fetch
(no piglit change).
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Just need to use resource target not view target when calculating
first-layer based mip offsets. (This is a gl specific problem since
d3d10 does not distinguish between non-array and array resources neither
at the resource nor view level, only at the shader level.)
Fixes new piglit arb_texture_view sampling-2d-array-as-2d-layer test.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This patch was originally written before stoney support
was merged. Add stoney.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
As the alignment requirements can be 32 KiB or more, also adding
an aligned buffer creation function.
DCC is disabled for textures that can be shared as sharing the
DCC buffers has not been implemented yet.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>