Similar to commit c6cddd2e17 ("lavapipe: Use the correct ICD path on
Win32"), but applied to dozen.
Suggested-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16634>
Looks like MSVC doesn't like VLAs:
src/compiler/spirv/spirv_to_nir.c(3879): error C2057: expected constant expression
src/compiler/spirv/spirv_to_nir.c(3879): error C2466: cannot allocate an array of constant size 0
src/compiler/spirv/spirv_to_nir.c(3879): error C2133: 'srcs': unknown size
so let's use a static array size.
Fixes: 87d7431198 ("spirv: Use nir_vec_scalars() to simplify matrix transpose.")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16632>
D3D12 fences are capable of handling binary operations, but the
current dzn_sync implementation doesn't match vk_sync expectations
when sync objects are used to back semaphores. In that case, the wait
operation is supposed to set the sync object back to an unsignaled
state after the wait succeeded, but there's no way of knowing what
the sync object is used for, and this implicit-reset behavior is not
expected on fence objects, which also use the sync primitive.
That means we currently have a semaphore implementation that works
only once, and, as soon as the semaphore object has been signaled it
stays in a signaled state until it's destroyed.
We could extend the sync framework to pass an
implicit-reset-after-wait flag, but, given no one else seems to
need that, it's probably simpler to drop the binary sync
capability and rely on the binary-on-top-of-timeline emulation provided
by the core.
Fixes: a012b21964 ("microsoft: Initial vulkan-on-12 driver")
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16629>
Instead of using a union in radv_pipeline, this introduces new
structures for graphics, compute and library pipelines which inherit
from radv_pipeline. This will ease graphics pipeline libary implem.
There is still no radv_raytracing_pipeline because RADV actually
uses a compute pipeline for everything but it could be introduced
later when necessary.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16603>
This removes a TON of pipeline->device occurences which were a mess.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16603>
These functions should only emit registers and not change the pipeline.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16603>
Add a library that wraps the key IOKit entrypoints used in the macOS
UABI for AGX. Our wrapped routines print information about the kernel
calls made and dump work submitted to the GPU using agxdecode. This code
has two major use cases:
1. Debugging Mesa, particularly around the undocumented macOS
user-kernel interface. Logs from Mesa may compared to Metal to check
that the UABI is being used correcrly.
2. Reverse-engineering the hardware, using this as glue to get at the
"interesting" GPU memory.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Rectangle textures are just 2D textures with unnormalized coordinates,
but we already handle unnormalized coordinates in the sampler state. So
we just need to alias RECT and 2D.
Fixes GALLIUM_HUD.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
I don't understand these structs well. Good news, though-- Asahi Lina
confirmed this is all software-defined crap in the macOS UABI.
Unfortunately, they seem to correspond to physical registers.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Validate all the new expectations and print all the fields. This should
make differences between the drivers obvious, I hope.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This should clarify a few things I didn't get independently
investigating the interface. Of coruse, I got other pieces... the sum of
the parts is better :-)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This is pretty simple now that the hardware is understood. The hardware
interfaces parallels that of scissors, so the scissor path is reused
with minor modifications to accommodate the new functionality.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This is simple and corresponds directly to the Metal inputs. However,
the alignment is a bit tricky, so let's add formal XML for it.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
...used internally with visibility tests, together with a weird
vertex/compute-like shader used to zero the visibility buffer.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Aka occlusion queries. There is an annoying limitation in the hardware
(reflected in Metal) that only a single buffer may be bound per render
pass, with the per-draw settings merely specifying an offset.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This adds the remaining XML. I don't know how much of this is correct,
but it nominally accounts for every byte. So there shouldn't be more
surprises in the command buffer after this.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Context switching is so broken. Just trying to get closer. Adding some
XML here to see if we're missing something else obvious.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This uses a subset of the depth/stencil infrastructure we built out to
support writing back tiled, uncompressed Z32F depth buffers to memory.
Texturing from this format is already supported.
This gets glmark2 -bshadow working.
v2: Fix partial renders
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Unify the paths so that colour masks are respected even when regular
blending is off (or when logic ops are used!) Fixes
dEQP-GLES2.functional.color_clear.masked_rgb
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>