This is all currently immutable, but will be used to manage the
residency of the underlying D3D objects in a future commit.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14959>
There's already a single command queue for the screen, meaning that
all commands are being serialized implicitly into that queue. There's
no need to have separate fences for parallel contexts when those
fences would all share the same underlying timeline.
This adds an explicit lock to expand the scope of the implicit screen
command queue ordering to include fence signals.
Each context still gets its own submit sequence, which is used for 1
purpose right now: A uniqueness check in the state manager to see
if states are coming from separate command lists, to apply promotion
and decay logic.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14959>
The simple-varyings piglit test attempts to use GL_MAX_VARYING_FLOATS
varyings, PLUS one additional vector for position (which is not used
as input to the PS). "Reserve" that additional position vector by
removing it from the max varyings and max PS inputs.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Reviewed-By: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14837>
This is required to be able to use the necessary number of varyings,
otherwise we hit asserts because mesa/st starts assigning varyings
locations above 64 due to the +9 reserving these texcoords.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Required to expose ARB_shader_load_image_store and thus
ARB_compute_shader, which are supported by the driver.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14288>
Note that currently there's no emulation if the D3D12 driver doesn't
support the "UAV typed load" feature for all of the GL required formats.
This is not a required D3D12 feature, so this support won't light up
on all D3D12 hardware.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
The CI changes are because WARP fails really hard at gather,
with crashes when doing it on a 1x1 or Nx1 texture, and incorrectly
applying swizzling to the result vector instead of the actual texture
accesses.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14161>
The u_resource_vtbl indirection is going to be removed.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10659>
This puts us more in line with other drivers, and matches what
SPIR-V would produce rather than the GLSL compiler. It also means
we can delete the current fixup pass, since previously clip distance
was always float4s but some components could go unused. Now, clip
distance is an array that's appropriately sized for what's actually
written.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9846>
Surfaces can be shared across contexts, and can even outlive the
original context that created them, so move the pools to the screen.
Since they no longer belong to a single context, they need a lock now.
v2: Samplers moved back to the context
v3: Fix Linux build
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3812
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9349>
We should be exposing it in every driver, since it's required eventually
to reduce jank. Make drivers have to explicitly opt out instead of opt
in.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9088>
There's not really a reason to directly map textures. Doing so
requires the texture to be allocated in system RAM instead of
video RAM, which means all GPU access to it would be needlessly slow.
Notably, the one texture type that was allocated this way is the
display target texture for the software driver path. Instead, use
pipe_transfer_map to be able to copy the texture to system RAM.
Reviewed-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8095>