After a long discussion with Eric Anholt and Owen Taylor, I learned that
X11 is basically always sRGB as that's what the scanout hardware does and X
doesn't modify anything. Therefore, we should just always expose sRGB
formats.
The GPU does most of this for us as long as we set up tight bounds for
the buffers, which we do. Additionally, we range check dynamically
buffers in the shader. With that it's safe to turn on robustBufferAccess.
And mark nir_op_pack_uvec4_to_uint unreachable, since it's only produced
by lowering pack[SU]norm4x8 which the vec4 backend does not need.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
A future patch will want to use designated initalizers, which aren't
available in C++, but this is C.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
We don't actually support that format yet because ISL doesn't have an enum
for it. We need to beef up the formats table to allow for tiled-only
formats.
Enable GL_OES_geometry_shader enums for OpenGL ES 3.1.
V4: EXTRA tokens updated according to comments from Ilia Mirkin.
V5: Account for check_extra does not evaluate "or" lazy. Fix issues
with EXTRA_EXT_FB_NO_ATTACH_CS.
Signed-off-by: Marta Lofstedt <marta.lofstedt@linux.intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This happens especially with exports and varying packing, where the last
bits aren't always filled in. We end up trying to do quad-wide stores,
which ends up being a lot of register moves that carefully preserve the
nop value. Instead don't do the stores.
total instructions in shared programs : 6131375 -> 6125267 (-0.10%)
total gprs used in shared programs : 910139 -> 895501 (-1.61%)
total local used in shared programs : 15328 -> 15328 (0.00%)
local gpr inst
helped 0 7442 4693
hurt 0 90 2687
Most of the helped/hurt instruction changes are by one or two ops
because can no longer do quad-wide stores in all cases.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
If an instruction has multiple defs, we have to do a lot more checks to
make sure that we can move it forward. Among other things, various code
likes to do
a, b = tex()
if () c = a
else c = b
which means that a single phi node will have results pointing at the
same instruction. We obviously can't propagate the tex in this case, but
properly accounting for this situation is tricky. Just don't try for
instructions with multiple defs.
This fixes about 20 shaders in shader-db, including the dolphin efb2ram
shader.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
It appears that the nvidia render engine is quite picky when it comes to
linear surfaces. It doesn't like non-256-byte aligned offsets, and
apparently doesn't even do non-256-byte strides.
This makes arb_clear_buffer_object-unaligned pass on both nv50 and nvc0.
As a side-effect this also allows RGB32 clears to work via GPU data
upload instead of synchronizing the buffer to the CPU (nvc0 only).
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> # tested on GF108, GT215
Tested-by: Nick Sarnie <commendsarnex@gmail.com> # GK208
Cc: mesa-stable@lists.freedesktop.org
Since we emulate clip-planes, the clip-vertex is used within the VS
itself (thanks to nir_lower_clip). So just ignore it as a VS output.
Fixes a boatload of piglit tests that were asserting on unknown
varying slot.
(Also unrelated spelling/typo fix.)
Signed-off-by: Rob Clark <robclark@freedesktop.org>
With glsl_to_nir we end up with local variables, instead of global, for
arrays.
Note that we'll eventually have to do something more clever, I think,
when we support multiple functions, but that will probably take some
work in a few places.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
With tgsi_to_nir we get this as a normal input with VARYING_SLOT_FACE.
But glsl_to_nir plus nir_lower_system_values this becomes an intrinsic.
Signed-off-by: Rob Clark <robclark@freedesktop.org>