vertex header had both clip_pos and clip_vertex.
We only really need one (clip_pos) because the draw llvm shader would
overwrite the position output from the vs with the viewport transformed.
However, we don't really need the second one, which was only really used
for gl_ClipVertex - if the shader didn't have that the values were just
duplicated to both clip_pos and clip_vertex. So, just use this from the vs
output instead when we actually need it.
Also change clip debug to output both the data from clip_pos and the
clipVertex output (if available).
Makes some things more complex, some things less complex, but seems more
easy to understand what clipping actually does (and what values it uses
to do its magic).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Seems obvious now this should use the data from position and not clip_vertex
(albeit might not really make a difference).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
clip -> clip_vertex and pre_clip_pos -> clip_pos.
Looks more obvious to me what these values actually represent (so use
something resembling the vs output names).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This is just for code cleanup, conceptually the have_clipdist really
isn't per-vertex state, so don't put it there (just dependent on the
shader). Even though there wasn't really any overhead associated with
this, we shouldn't store random shader information in the vertex header.
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
I'm pretty sure this should use position (i.e. pre_clip_pos) and not
the output from clipVertex. Albeit piglit doesn't care. It is what we
use in the clip test, and it is what every other driver does (as they
don't even have clipVertex output and lower the additional planes to
clip distances).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Unfortunately, this also means that we need to use a slightly different
algorithm for assign_constant_locations. The old algorithm worked based on
the assumption that each read of a uniform value read exactly one float.
If it encountered a MOV_INDIRECT, it would immediately bail and push the
whole thing. Since we can now read ranges using MOV_INDIRECT, we need to
be able to push a series of floats without breaking them up. To do this,
we use an algorithm similar to the on in split_virtual_grfs.
This commit moves us to an instruction based model rather than a
register-based model for indirects. This is more accurate anyway as we
have to emit instructions to resolve the reladdr. It's also a lot simpler
because it gets rid of the recursive reladdr problem by design.
One side-effect of this is that we need a whole new algorithm in
move_uniform_array_access_to_pull_constants. This new algorithm is much
more straightforward than the old one and is fairly similar to what we're
already doing in the FS backend.
Now that we have MOV_INDIRECT opcodes, we have all of the size information
we need directly in the opcode. With a little restructuring of the
algorithm used in assign_constant_locations we don't need param_size
anymore. The big thing to watch out for now, however, is that you can have
two ranges overlap where neither contains the other. In order to deal with
this, we make the first pass just flag what needs pulling and handle
assigning pull constant locations until later.
Instead of using reladdr, this commit changes the FS backend to emit a
MOV_INDIRECT whenever we need an indirect uniform load. We also have to
rework some of the other bits of the backend to handle this new form of
uniform load. The obvious change is that demote_pull_constants now acts
more like a lowering pass when it hits a MOV_INDIRECT.
This is a newer convention, which we prefer over ALIGN(x, n) / n.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
The compact VUE map only works when varying packing is in use.
Unfortunately, varying packing is disabled for TCS inputs.
This is needed to fix Piglit's tcs-input-read-array-interface test.
v2: Make lines fit in 80 columns (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
TCS outputs and TES inputs both refer to a common "patch URB entry"
shared across all invocations. First, there are some number of
per-patch entries. Then, there are per-vertex entries accessed via
an offset for the variable and a stride times the vertex index.
Because these calculations need to be done in both the vec4 and scalar
backends, it's simpler to just compute the offset calculations in NIR.
It doesn't necessarily make much sense to use per-vertex intrinsics
afterwards, but that at least means we don't lose the per-patch vs.
per-vertex information.
v2: Use is_input/is_output helpers (suggested by Jordan Justen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
TES outputs work exactly like VS outputs, so we can simply add a case
statement for those.
TCS inputs are very similar to geometry shaders - they're arrays of
per-vertex data. We use the same method I used for the scalar GS
backend.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Based on a patch by Chris Forbes, but largely rewritten by Ken.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Without varying packing, if a VS writes a compound variable, and the GS
only reads part of it, the base location of the variable may not
actually be in the VUE map.
To cope with this, we do lowering in terms of varying slots, add any
constant offsets to the base, and then do the VUE map remapping. This
ensures we only look up VUE map entries for slots which actually exist.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
My tessellation branch has two additional remap functions. I don't want
to replicate this logic there.
v2: Handle inputs/outputs separately (suggested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
While we're at it, we also add support for the possibility that the
indirect is, in fact, a constant. This shouldn't happen in the common case
(if it does, that means NIR failed to constant-fold something), but it's
possible so we should handle it.
Shared variables and input reworks landed around the same time.
Presumably, this was some sort of mistake in rebase conflict resolution.
This really only affects the num_indices field in nir_intrinsic_infos,
which is rarely used. However, it's used by the printer.
Found by inspection.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This is what image_view does. Also, we really need to do this so that we
can properly handle the combined offsets from the buffer and from
pCreateInfo.
This fixes some of the nonzero offset buffer view CTS tests.
GL_DRAW_FRAMEBUFFER does not exist in OpenGL ES 1.x, and since
_mesa_meta_begin hasn't been called yet, we have to work-around API
difficulties. The whole reason that GL_DRAW_FRAMEBUFFER is used instead
of GL_FRAMEBUFFER is that the read framebuffer may be different. This
is moot in OpenGL ES 1.x.
I have another patch series that would also fix this (by removing the
calls to _mesa_BindFramebuffer and friends), but it's not quite ready
yet... and I think it may be a bit heavy for some stable branches.
Consider this a stop-gap fix.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93215
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
When building RENDER_SURFACE_STATE, the driver set
SurfaceType = anv_image::surface_type, which was calculated during
anv_image_init(). This was bad because the value of
anv_image::surface_type was taken from a gen-specific header,
gen8_pack.h, even though the anv_image structure is used for all gens.
Replace anv_image::surface_type with a gen-specific lookup function,
anv_surftype(), defined in gen${x}_state.c.
The lookup function contains some useful asserts that caught some nasty
bugs in anv meta, which were fixed in the previous commit.
When ret == 0, obj is not NULL. Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Meta unconditionally used VK_IMAGE_VIEW_TYPE_2D in the functions below.
This caused some out-of-bound memory accesses.
anv_CmdCopyImage
anv_CmdBlitImage
anv_CmdCopyBufferToImage
anv_CmdClearColorImage
Fix it by adding a new function, anv_meta_get_view_type().
Regarding the subimages within a surface, sometimes isl called them
"images" and sometimes "LODs". This patch make isl consistently refer to
them as "images". I choose the term "image" over "LOD" because LOD is
an misnomer when applied to 3D surfaces. The alignment applies to each
individual 2D subimage, not to the LOD as a whole.
This patch changes no behavior. It's just a manually performed,
case-insensitive, replacement s/lod/image/ that maintains correct
indentation. any behavior.
Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>