Will allow us to catch/prevent issues, like the one in mesa 11.2.0-rc1.
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Without this mesa 11.2.0-rc1 ended up busted :-(
Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Repored-by: Ondřej Súkup <mimi.vx@gmail.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Allows us to transform
add res src0 src1
mov.sat dst -res
into
add.sat dst -src0 -src1
No shader-db changes.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Allows us to transform
mul res src0 src1
mov.sat dst -res
into
mul.sat dst src0 -src1
instructions in affected programs: 45246 -> 45054 (-0.42%)
helped: 162
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
It's not correct to CSE these multiplies
mul.sat dst1, -a, b
mul.sat dst2, a, b
by emitting a negated MOV from dst1 to dst2:
mul.sat dst1, -a, b
mov dst2, -dst1
Take 2.0*2.0 for example. The first multiply would produce 0.0 and the
second would produce 1.0.
Fixes bad generated code in 18 to 22 shaders:
instructions in affected programs: 432 -> 464 (7.41%)
helped: 4
HURT: 18
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Unclear to me whether it actually is a horizontal operation that cannot
be vectorized, but the fact that i965 generates the same code in either
case makes me less interested in finding out.
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94199
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Because I changed the swizzle check, I also need to adapt the return
values for each check.
It's basically almost the same as before, we just cross between STD and
STD_REV, and cross between ALT and ALT_REV
This fixes the rgba test in gl-1.0-readpixsanity (piglit) and also
fixes tri-flat (mesa demos).
Signed-off-by: Oded Gabbay <oded.gabbay@gmail.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Previously loops like
do {
// ...
} while (false);
that did not have any other loop-branch instructions would not be
unrolled. This is commonly used to wrap multiline preprocessor macros.
This produces IR like
(loop (
...
break
))
Since limiting_terminator was NULL, the loop unroller would
throw up its hands and say, "I don't know how many iterations. How
can I unroll this?"
We can detect this another way. If there is no limiting_terminator
and the only loop-branch is a break as the last IR, there's only one
iteration.
On my very old checkout of shader-db, this removes a loop from Orbital
Explorer, but it does not otherwise affect the shader. The loop removed
is the one the compiler inserts surrounding the switch statement.
This change does prevent some seriously bad code generation in some
patches to meta shaders that I recently sent out for review.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
RGBA8 and BGRA8 unorm formats are compatible with the various
mem_copy functions. Their sRGB counterparts are also compatible
because they're also color-renderable (of importance when the
specified resource is a readbuffer) and they share the same
physical layout.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Previously we allocated 4kB of push constant space for VS, GS, and PS
(for a total of 12kB) no matter what. This works, but doesn't fully
utilize the space - we have 16kB or 32kB of space.
This makes anv use the same method as brw - divide up the space evenly
among all active shader stages. This means HS and DS would get space,
if those shader stages existed.
In the future, we can probably do better by inspecting how many push
constants each shader stage uses, and weight things accordingly. But
this is strictly better than the old code, and ideally we'd justify
a fancier solution with actual performance data.
Rather than keeping separate {vs,hs,ds,gs}_start fields, we now store an
array indexed by the shader stage (MESA_SHADER_*). The 3DSTATE_URB_*
commands are also sequentially numbered. This makes it easy to just
emit them in a loop.
This simplifies the code a little, and also will make it easier to add
more credible HS and DS code later.
Not called from any other file. Remove _mesa_ prefix and update comments.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
To match the convention of other device driver functions.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
The change "mesa/readpix: Don't clip in _mesa_readpixels()" caused a
few piglit regressions. The failing tests use glReadPixels to read
from the front color buffer. The problem is we were trying to read
from a non-existant front color buffer. The front color buffer is
created on demand in st/mesa. Since the missing buffer bounds were
effectively 0 x 0 the glReadPixels was totally clipped and returned
early.
The fix involves creating the real front color buffer when we're about
to try reading from it.
Tested with llvmpipe and VMware driver on Linux, Windows.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94253
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94254
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94257
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Unfortunately, glslang gives us cull/clip distance and GS streams even if
the shader doesn't use it whenever a shader is declared as version 450.
This is a glslang bug, but we can easily enough ignore it for now.
The descriptor sizes array gives the total number of each type of
descriptor that will ever be allocated from the pool, not the total amount
that may be in any particular set. In our case, this simply means that we
have to sum a bunch of things up and there we go.
We can't use a global descriptor pool like we were because it's not
thread-safe. For now, we'll allocate them on-the-fly and that should work
fine. At some point in the future, we could do something where we
stack-allocate them or allocate them out of one of the state streams.
The current code in r600_translate_colorswap uses the swizzle information
to determine which colorswap to use.
This works for BE & LE when the nr_channels is <4, but when nr_channels==4
(e.g. PIPE_FORMAT_A8R8G8B8_UNORM), this method can not be used for both BE
and LE, because the swizzle info is the same for both of them.
As a result, r600g doesn't support 24bit color formats, only 16bit, which
forces the user to choose 16bit color in X server.
This patch fixes this bug by separating the checks for LE and BE and
adapting the swizzle conditions in the BE part of the checks.
Tested on an Evergreen GPU (Cedar GL FirePro 2270) running inside POWER7
Big-Endian Machine.
Signed-off-by: Oded Gabbay <oded.gabbay@gmail.com>
CC: "11.2" "11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Before the luminance stride was based on the size of GL_FLOAT
which is just the type constant (0x1406). Change it to use the
size of GLfloat.
Reviewed-by: Brian Paul <brianp@vmware.com>
"st/mesa: overhaul vertex setup for clearing, glDrawPixels, glBitmap"
added a vertex shader declaring IN[0] and IN[2], but not IN[1].
Drivers relying on tgsi_shader_info can't handle holes in declarations,
because tgsi_shader_info doesn't track that.
This is just a quick workaround meant for stable that will work for vertex
shaders.
This fixes radeonsi DrawPixels and CopyPixels crashes.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Brian Paul <brianp@vmware.com>
So the result is of float type if we're implementing the float
overload of imageAtomicExchange. This is the only back-end change
required to support OES_shader_image_atomic AFAICT.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This is basically just the same atomic functions exposed by
ARB_shader_image_load_store, with one exception:
"highp float imageAtomicExchange(
coherent IMAGE_PARAMS,
float data);"
There's no float atomic exchange overload in the original
ARB_shader_image_load_store or GL 4.2, so this seems like new
functionality that requires specific back-end support and a separate
availability condition in the built-in function generator.
v2: Move image availability predicate logic into a separate static
function for clarity. Had to pull out the image_function_flags
enum from the builtin_builder class for that to be possible.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Descriptor pools are an optimization that lets applications allocate
descriptor sets through an externally synchronized object (that is,
unlocked). In our case it's also plugging a memory leak, since we
didn't track all allocated sets and failed to free them in
vkResetDescriptorPool() and vkDestroyDescriptorPool().