Commit graph

65044 commits

Author SHA1 Message Date
Eric Anholt
9492eb588d vc4: Add some debug code for forcing fragment shader output color. 2014-08-08 18:59:47 -07:00
Eric Anholt
961715eab2 u_primconvert: Copy min/max_index from the original primitive.
These values are supposed to be the minimum/maximum index values used to
read from the vertex buffers.  This code either copies index values out of
the old IB (so, same min/max as the original draw call), or generates a
new IB (using index values between the start and the start + count of the
old array draw info, which just happens to be what min/max_index are set
to by st_draw.c).

We were incorrectly setting the max_index in the
converting-from-glDrawArrays case to the start vertex plus the number of
vertices generated in the new IB, which broke QUADS primitive conversion
on VC4 (where max_index really has to be correct, or the kernel might
reject your draw call due to buffer overflow).

Reviewed-by: Rob Clark <robclark@freedesktop.org> (from verbal description
             of the patch)
2014-08-08 18:59:47 -07:00
Eric Anholt
1d03692f78 vc4: Fix using and emitting the 1/W from the vertex/coord shaders.
v2: Rebase on helpers change.
2014-08-08 18:59:47 -07:00
Eric Anholt
88bc5baa00 vc4: Add support for swizzles of 32 bit float vertex attributes.
Some tests start working (useprogram-flushverts, for example) due to
getitng the right vertices now.  Some that used to pass start failing with
memory overflow during binning, which is weird (glsl-fs-texture2drect).
And a couple stop rendering correctly (glsl-fs-bug25902).

v2: Move the attribute format setup in the key from after search time to
    before the search.
v3: Fix reading of attributes other than position (I forgot to respect
    attr and stored everything in inputs 0-3, i.e. position).
2014-08-08 18:59:47 -07:00
Eric Anholt
f069367f39 vc4: Add support for the TGSI FRC opcode.
v2: Rebase on helpers.
2014-08-08 18:59:47 -07:00
Eric Anholt
bf542cd372 vc4: Add support for the TGSI TRUNC opcode.
v2: Rebase on helpers.
2014-08-08 18:59:47 -07:00
Eric Anholt
399285403a vc4: Crank up the tile allocation BO size
This avoids a simulator assertion failure with glamor.  I need to actually
support resize, though.
2014-08-08 18:59:47 -07:00
Eric Anholt
75afa64ef8 vc4: Add support for multiple attributes 2014-08-08 18:59:47 -07:00
Eric Anholt
32948ca768 vc4: Add more useful debug for the undefined-source case
We could get undefined sources in real programs from the wild, so we'll
need to turn off this debug eventually.  But for now, using undefined
sources is typically me just mistyping something.
2014-08-08 18:59:47 -07:00
Eric Anholt
6ff2129d58 vc4: Add support for the lit opcode.
v2: Fix how it was using the X channel for the real work of the opcode,
    instead of Y.  Fixes glean's LIT test.
v3: Rebase on the helpers.
2014-08-08 18:59:47 -07:00
Eric Anholt
63e49da0a5 vc4: Add support for the POW opcode
v2: Rebase on helpers.
2014-08-08 18:59:47 -07:00
Eric Anholt
0e182e7d8f vc4: Refactor uniform handling.
I wanted an easy way to set up new uniforms every time, so I could handle
texture-sampler-related uniforms.

v2: Rebase on helpers change.
2014-08-08 18:59:47 -07:00
Eric Anholt
6c185bd263 vc4: Add support for the LRP opcode.
v2: Rebase on helpers, cutting out most of the code in this change.
2014-08-08 18:59:47 -07:00
Eric Anholt
ec9da314ba vc4: Add copy propagation between temps.
We put in a bunch of extra MOVs for program outputs, and this can clean
those up.  We should do uniforms, too, though.

v2: Fix missing flagging of progress when we actually optimize.  Caught by
    Aaron Watry.
2014-08-08 18:59:47 -07:00
Eric Anholt
d9d1c14430 vc4: Add dead code elimination.
This cleans up a bunch of noise in the compiled coordinate shaders (since
we don't need the varying outputs), and also from writemasked instructions
with negated src operands.
2014-08-08 18:59:47 -07:00
Eric Anholt
1d23d55ae9 vc4: Add an initial pass of algebraic optimization.
There was a lot of extra noise in my piglit shader dumps because of silly
CMPs.
2014-08-08 18:59:47 -07:00
Eric Anholt
4c53087c67 vc4: Add support for CMP.
This took a couple of tries, and this is the squash of those attempts.

v2: Fix register file conflicts on the args in the
    destination-is-accumulator case.
v3: Rebase on helper change and qir_inst4 change.
2014-08-08 18:59:47 -07:00
Eric Anholt
eea1d36915 vc4: Make scheduling of NOPs a separate step from QIR -> QPU translation.
This should also be used as a way to pair QIR instructions into QPU
instructions later.
2014-08-08 18:59:46 -07:00
Eric Anholt
c293927511 vc4: Add WIP support for varyings.
It doesn't do all the interpolation yet, but more tests can run now.

v2: Rebase on helpers.
2014-08-08 18:59:46 -07:00
Eric Anholt
db9f41ea88 vc4: Use r3 instead of r5 for temps, since r5 only has 32 bits of storage
Reserving a whole accumulator for temps is awful in the first place, but
I'll fix that later.
2014-08-08 18:59:46 -07:00
Eric Anholt
23b2bad991 vc4: Fix emit of ABS
v2: Rebase on qir helpers.
2014-08-08 18:59:46 -07:00
Eric Anholt
cf2d777fbe vc4: Add shader variant caching to handle FS output swizzle. 2014-08-08 18:59:46 -07:00
Eric Anholt
6cf86dd487 vc4: Load the tile buffer before incrementally drawing.
We will want to occasionally disable this again when we do clear support.

v2: Squash with the previous commit (I accidentally committed at two
    stages of writing the change)
2014-08-08 18:59:46 -07:00
Eric Anholt
c3f96060a8 vc4: Don't reallocate the tile alloc/state bos every frame.
This was a problem for the simulator since we don't free memory back to
it, and it would soon just run out.
2014-08-08 18:59:46 -07:00
Eric Anholt
21db430210 vc4: Add VC4_DEBUG env option
v2: Fix an accidental deletion of some characters from the copyright
    message (caught by Ilia Mirkin)
2014-08-08 18:59:46 -07:00
Eric Anholt
2e35981d4d vc4: Add support for SNE/SEQ/SGE/SLT. 2014-08-08 18:59:46 -07:00
Eric Anholt
7108c24fd0 vc4: Use the user's actual first vertex attribute.
This is hardcoded to read it as RGBA32F so far, but starts to get more
tests working.
2014-08-08 18:59:46 -07:00
Eric Anholt
427f934f9e vc4: Fix UBO allocation when no uniforms are used.
We do rely on a real BO getting allocated, so make sure we ask for a non-zero size.
2014-08-08 18:59:46 -07:00
Eric Anholt
db8712bcbc vc4: Add initial support for math opcodes 2014-08-08 18:59:46 -07:00
Eric Anholt
792d1c92df vc4: Switch to actually generating vertex and fragment shader code from TGSI.
This introduces an IR (QIR, for QPU IR) to do optimization on.  It's a
scalar, SSA IR in general.  It looks like optimization is pretty easy this
way, though I haven't figured out if it's going to be good for our weird
register allocation or not (or if I want to reduce to basically QPU
instructions first), and I've got some problems with it having some
multi-QPU-instruction opcodes (SEQ and CMP, for example) which I probably
want to break down.

Of course, this commit mostly doesn't work, since many other things are
still hardwired, like the VBO data.

v2: Rewrite to use a bunch of helpers (qir_OPCODE) for emitting QIR
    instructions into temporary values, and make qir_inst4 take the 4 args
    separately instead of an array (all later callers wanted individual
    args).
2014-08-08 18:59:46 -07:00
Eric Anholt
e59890aebb vc4: Start converting the driver to use vertex shaders.
Note: This is the cutoff point where I switched from developing primarily
on the Pi to developing o the simulator.  As a result, from this point on
the code is untested on the Pi (the kernel code I have currently wasn't
rendering anything at this commit, though the simulator renders
successfully, suggesting kernel bugs).
2014-08-08 18:59:46 -07:00
Eric Anholt
1850d0a1cb vc4: Initial skeleton driver import.
This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders.  I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those.  I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.

v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
    simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
    time, and dropping the dricommon drm bits) and fix a copyright header
    (thanks, Roland)
2014-08-08 18:59:46 -07:00
Roland Scheidegger
f017e32c0a draw: (trivial) use information about gs being present from variant key
This is a purely cosmetic change.

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-08-09 03:52:58 +02:00
Roland Scheidegger
6d2ecdb4a6 draw: don't use clipvertex output if user plane clipping is disabled
The non-llvm path made sure that both clip and pre_clip_pos point to the data
output by position, not clipvertex, if user based clipping is disabled.
However, the llvm path did not, which apparently led to failures if
gl_ClipVertex was written but user plane clipping not enabled (bug 80183).
Why I have no idea really, but just make it match the non-llvm behavior...

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-08-09 03:52:58 +02:00
Chris Forbes
0f4c5a70c6 i965: Get rid of backend_instruction::sampler
The generators no longer use this.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:35 +12:00
Chris Forbes
298da9fa2a i965/vec4/Gen8: Use src1 for sampler_index instead of ->sampler field
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:33 +12:00
Chris Forbes
6be68767b9 i965/vec4/Gen4-7: Use src1 for sampler_index instead of ->sampler field
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:31 +12:00
Chris Forbes
1a3fd11aef i965/vec4: Pass sampler index in src1 for texture ops
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:29 +12:00
Chris Forbes
2f4e12a835 i965/vec4: Collect all emits of texture ops into one place
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:27 +12:00
Chris Forbes
db09fd5957 i965/fs/Gen8: Pass sampler_index to generate_tex
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:25 +12:00
Chris Forbes
ba5f7a361a i965/fs/Gen4-7: Pass sampler_index to generate_tex
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:23 +12:00
Chris Forbes
191bc64f82 i965/blorp: Put sampler index in src1 of texture ops
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:21 +12:00
Chris Forbes
a578592fd2 i965/fs: pass sampler as src1 of texture op
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:17 +12:00
Chris Forbes
f6a0192f7d i965/fs: Collect all emits of texture ops for Gen5/6 into one place
Reduces duplication, and will do so even more when we change the sampler
plumbing.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:12:13 +12:00
Chris Forbes
d1b136fdd0 i965/fs: Collect all emits of texture ops for Gen4 into one place
Reduces duplication, and will do so even more when we change the sampler
plumbing.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-08-09 13:11:33 +12:00
Pali Rohár
39a4cc45a4 configure: check for dladdr via AC_CHECK_FUNC/AC_CHECK_LIB
Use both macros as in some cases using AC_CHECK_FUNCS alone may fail.
Thus HAVE_DLADDR will not be defined, and as a result most of the code
in megadriver_stub.c will not be compiled. Breaking the backwards
compatibility between older libGL/xserver(s) and DRI megadrivers.

Cc: Jon TURNEY <jon.turney@dronecode.org.uk>
Cc: "10.2" <mesa-stable@lists.freedesktop.org>
[Emil Velikov] Commit message.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-08-08 19:26:39 +01:00
Emil Velikov
16826a36ef util: remove ralloc_test
The tests in an empty stub, which we're currently building twice.
If anyone is interested in expanding it (adding actual tests) they
can always bring it back.

Suggested-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
2014-08-08 19:23:25 +01:00
Darius Goad
5492296318 gallivm: Handle MSAA textures in emit_fetch_texels
This support is preliminary due to the fact that MSAA is not
actually implemented.

However, this patch does fix the piglit test:
spec/!OpenGL 3.2/glsl-resource-not-bound 2DMS (bug #79740).

(v2 RS: don't emit 4th coord as explicit lod)

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2014-08-08 18:54:08 +02:00
Roland Scheidegger
394ea139c7 draw: hack around weird primitive id input in gs
The distinction between system values and ordinary inputs is not very
obvious in gallium - further fueled by the fact that they use the same
semantic names.
Still, if there's any value which imho really is a system value, it's the
primitive id input into the gs (while earlier (tessleation) stages could read
it, it is _always_ generated by the system). For some odd reason though (which
I'd classify as a bug but seems too complicated to fix) the glsl compiler in
mesa treats this as an ordinary varying, and everything else after that
(including the state tracker and other drivers) just go along with that.
But input fetching in gs for llvm based draw was definitely limited to the
ordinary (2-dimensional) inputs so only worked with other state trackers,
the code was also additionally relying on tgsi_scan_shader filling
uses_primid correctly which did not happen neither (would set it only for
all stages if it was a system value, but only set it for the fragment shader
if it was an input value).
This fixes piglit glsl-1.50-geometry-primitive-id-restart and primitive-id-in
in llvmpipe.

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-08-08 18:54:08 +02:00
Roland Scheidegger
92a059d294 draw: fix prim id float cast for non-llvm path
These values are always uints, casting them to floats does no good.
Fixes piglit glsl-1.50-geometry-primitive-id-restart tests for softpipe.

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-08-08 18:54:07 +02:00