Commit graph

85652 commits

Author SHA1 Message Date
Jason Ekstrand
46eef31311 anv/meta_clear: Call emit_clear directly in ClearImage
Using the load op means that we end up with recursive meta.  We shouldn't
be doing that.
2016-01-19 16:53:35 -08:00
Jason Ekstrand
6325a75011 anv/meta_clear: Do save/restore in actual entry points 2016-01-19 16:53:35 -08:00
Jason Ekstrand
56dbf13045 anv: Add support for VK_WHOLE_SIZE several places 2016-01-19 16:53:35 -08:00
Kenneth Graunke
549be68258 nir/spirv/glsl450: Implement Frexp. 2016-01-19 16:46:03 -08:00
Roland Scheidegger
b21973acaa llvmpipe: turn depth clears into full depth/stencil clears for d24x8 formats
If we have a d24x8 format, there is no stencil. Therefore, we can always
clear these bits too, which means this will be some kind of memset rather
than read-modify-write.
This is good for some 7% increase or so in gears with huge window size -
seems to have a bigger effect if things aren't in caches. Of course, any
real app won't spend nearly as much time comparatively in clearing
depth buffer in the first place, so the speedup will be much lower.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-20 01:45:56 +01:00
Kenneth Graunke
68c9ca1a94 nir/spirv/glsl450: Blindly implement Atan2.
This is untested and probably broken.

We already passed the atan2 CTS tests before implementing this opcode.
Presumably, glslang or something was giving us a plain Atan opcode
instead of Atan2.  I don't know why.
2016-01-19 16:14:05 -08:00
Kenneth Graunke
2ab3efa0ad nir/spirv/glsl450: Implement Atan. 2016-01-19 16:14:05 -08:00
Kenneth Graunke
bc9d9bc2e3 nir/spirv/glsl450: Implement Asin and Acos. 2016-01-19 16:14:05 -08:00
Francisco Jerez
f8ac314cc2 i965: Implement compute sampler state atom.
Fixes a number of GLES31 CTS failures and hangs on various hardware:

 ES31-CTS.texture_gather.plain-gather-depth-2d
 ES31-CTS.texture_gather.plain-gather-depth-2darray
 ES31-CTS.texture_gather.plain-gather-depth-cube
 ES31-CTS.texture_gather.offset-gather-depth-2d
 ES31-CTS.texture_gather.offset-gather-depth-2darray
 ES31-CTS.layout_binding.sampler2D_layout_binding_texture_ComputeShader
 ES31-CTS.layout_binding.sampler2DArray_layout_binding_texture_ComputeShader
 ES31-CTS.explicit_uniform_location.uniform-loc-types-samplers
 ES31-CTS.compute_shader.resources-texture

Some of them were actually passing by luck on some generations even
though we weren't uploading sampler state tables explicitly for the
compute stage, most likely because they relied on the cached sampler
state left from previous rendering to be close enough.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92589
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93312
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93325
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93407
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93725
Reported-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-01-19 16:11:04 -08:00
Francisco Jerez
9e4c8acd78 i965: Trigger CS state reemission when new sampler state is uploaded.
This reuses the NEW_SAMPLER_STATE_TABLE state bit (currently only used
on pre-Gen7 hardware) to signal that the sampler state tables have
changed in order to make sure that the GPGPU interface descriptor is
updated.

Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-01-19 16:11:04 -08:00
Kenneth Graunke
4fc018576b glsl: Don't abbreviate tessellation shader stage names.
I have a patch that writes shaders as .shader_test files, and it uses
this function to create the headers (i.e. [vertex shader]).

[tess ctrl shader] isn't a valid shader_runner header - it's spelled
out as [tessellation control shader].

There's no real reason to abbreviate it, so spell it out.

v2: Rebase on Rob's patches to move the code.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-01-19 14:57:42 -08:00
Timothy Arceri
11fc7ad62e mesa: remove link validation that should be done elsewhere
Even if re-linking fails rendering shouldn't fail as the previous
succesfully linked program will still be available. It also shouldn't
be possible to have an unlinked program as part of the current rendering
state.

This fixes a subtest in:
ES31-CTS.sepshaderobjs.StateInteraction

This change should improve performance on CPU limited benchmarks as noted
in commit d6c6b186cf.

>From Section 7.3 (Program Objects) of the OpenGL 4.5 spec:

   "If a program object that is active for any shader stage is re-linked
    unsuccessfully, the link status will be set to FALSE, but any existing
    executables and associated state will remain part of the current rendering
    state until a subsequent call to UseProgram, UseProgramStages, or
    BindProgramPipeline removes them from use. If such a program is attached to
    any program pipeline object, the existing executables and associated state
    will remain part of the program pipeline object until a subsequent call to
    UseProgramStages removes them from use. An unsuccessfully linked program may
    not be made part of the current rendering state by UseProgram or added to
    program pipeline objects by UseProgramStages until it is successfully
    re-linked."

   "void UseProgram(uint program);

   ...

   An INVALID_OPERATION error is generated if program has not been linked, or
   was last linked unsuccessfully.  The current rendering state is not modified."

V2: apply the rule to both core and compat.

Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-01-20 09:35:04 +11:00
Timothy Arceri
6a660a5f5d glsl: allow multiple layout qualifiers for a single declaration
From the ARB_shading_language_420pack spec:

   "More than one layout qualifier may appear in a single
   declaration. If the same layout-qualifier-name occurs in
   multiple layout qualifiers for the same declaration, the
   last one overrides the former ones."

The parser was already failing correctly when the extension is
not available but testing for duplicates within a single layout
qualifier was still causing this to fail when available as both
cases share the same function for merging.

Here we add a parameter to differentiate between the two uses
and apply it to the duplicate test.

Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2016-01-20 08:06:50 +11:00
Timothy Arceri
564009986f glsl: update parser to allow duplicate default layout qualifiers
In order to only create a single node for each default declaration
we add a new boolean parameter to the in/out merge function to
only create one once we reach the rightmost layout qualifier.

From the ARB_shading_language_420pack spec:

   "More than one layout qualifier may appear in a single
   declaration. If the same layout-qualifier-name occurs in
   multiple layout qualifiers for the same declaration, the
   last one overrides the former ones."

Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2016-01-20 08:06:45 +11:00
Timothy Arceri
a0a93470e3 glsl: move default layout qualifier rules out of the parser
Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2016-01-20 08:06:40 +11:00
Timothy Arceri
fd612e4547 glsl: split layout_defaults into specific types
This will allow merging of duplicate layout qualifiers as allowed
by ARB_shading_language_420pack

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2016-01-20 08:06:35 +11:00
Timothy Arceri
c8b8c578d1 glsl: allow duplicate layout-qualifier-names
This is added by ARB_enhanced_layouts although it doesn't fit
into any of the six main changes so we enable this independently.

From the ARB_enhanced_layouts spec:

   "More than one layout qualifier may appear in a single
   declaration. Additionally, the same layout-qualifier-name
   can occur multiple times within a layout qualifier or across
   multiple layout qualifiers in the  same declaration"

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2016-01-20 08:06:29 +11:00
Matt Turner
866a6bf9f7 i965/vec4: Spaces around operators. 2016-01-19 12:12:38 -08:00
Matt Turner
e734fb0326 i965: Inform compiler of variable range to silence warning.
Extends commit 6531ccb70 to silence the warning in release builds as
well.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-01-19 12:08:59 -08:00
Matt Turner
a439788c59 glsl: Restore Mesa-style to shader_enums.c/h. 2016-01-19 12:08:59 -08:00
Jason Ekstrand
5e57a87dcf anv/pipeline: Fix point size 2016-01-19 12:03:13 -08:00
Daniel Stone
f9ca780ea4 anv/wsi: Mark Wayland buffers as busy
We were diligently setting Wayland buffers as non-busy, but nowhere in
the code did we set them to busy when submitted to the server. This
meant that acquire_next_image would only ever find the same buffer in
a loop, over and over.

Signed-off-by: Daniel Stone <daniels@collabora.com>
2016-01-19 16:54:55 +00:00
Daniel Stone
ba5ef49dcb anv/wsi: Avoid stuck Wayland connection
In acquire_next_image, we are waiting for a wl_buffer::release to arrive
and release one of the buffers in our swapchain. Most compositors don't
explicitly flush release events, so we may need to perform a roundtrip
instead, to ensure the event arrives.

Signed-off-by: Daniel Stone <daniels@collabora.com>
2016-01-19 16:54:55 +00:00
Christian König
f3b067af86 st/va: fix motion adaptive deinterlacing
Signed-off-by: Christian König <christian.koenig@amd.com>
2016-01-19 17:28:38 +01:00
Nicolai Hähnle
e6281a2850 util/u_pstipple.c: copy immediates during transformation
Apparently, nobody has combined stippling with a fragment shader
containing immediates in almost five years...

Fixes a bug in Kodi with radeonsi reported by Christian König.

Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Tested-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-01-19 10:52:35 -05:00
Marta Lofstedt
2bcacc69b9 mesa: Move sanity check of BindVertexBuffer for OpenGL ES 3.1
Sanity check of BindVertexBuffer for OpenGL ES in
_mesa_handle_bind_buffer_gen breaks OpenGL ES 2 conformance.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93426
Signed-off-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-01-19 13:08:42 +01:00
Timothy Arceri
d018619d7f glsl: fix interface block error message
Print the stream value not the pointer to the expression,
also use the unsigned format specifier.

Cc: 11.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-01-19 14:51:31 +11:00
Jason Ekstrand
3276610ea6 getX/state: Set LOD pre-clamp to OpenGL mode
This gets us another couple hundred sampler tests
2016-01-18 17:51:35 -08:00
Jason Ekstrand
580b2e85e4 isl/device: Add a flag for bit 6 swizzling 2016-01-18 17:21:05 -08:00
Jason Ekstrand
587842a0ca anv/gem: Add a helper for getting bit6 swizzling information 2016-01-18 17:21:05 -08:00
Jason Ekstrand
c2a6f4302e nir/spirv: Patch through image qualifiers 2016-01-18 17:21:05 -08:00
Jason Ekstrand
56c8a5f2b8 nir/spirv: Implement ImageQuerySize for storage iamges
SPIR-V only has one ImageQuerySize opcode that has to work for both
textures and storage images.  Therefore, we have to special-case that one a
bit and look at the type of the incoming image handle.
2016-01-18 17:21:05 -08:00
Jason Ekstrand
bb8cadd169 nir/spirv: Insert movs around image intrinsics
Image intrinsics always take a vec4 coordinate and always return a vec4.
This simplifies the intrinsics a but but also means that they don't
actually match the incomming SPIR-V.  In order to compensate for this, we
add swizzling movs for both source and destination to get the right number
of components.
2016-01-18 17:21:05 -08:00
Ilia Mirkin
a31819cff8 nv50/ir: swap the least-ref'd source into src1 when both const/imm
The whole point of inlining sources is to reduce loads. We can end up in
a situation where one value is used a lot of times, and one value is
used only once per instruction. The once-per-instruction one is the one
that should get inlined, but with the previous algorithm, it was given
no preference.

This flips things around to preferring putting less-referenced values
into src1 which increases the likelihood of them being inlined.

While we're at it, adjust the heuristic to not treat 0 as an immediate,
as well as (effectively) check for situations where LIMMs can't be
loaded. All this yields improvements on nvc0:

total instructions in shared programs : 6261157 -> 6255985 (-0.08%)
total gprs used in shared programs    : 945082 -> 943417 (-0.18%)
total local used in shared programs   : 30372 -> 30288 (-0.28%)
total bytes used in shared programs   : 50089256 -> 50047880 (-0.08%)

                local        gpr       inst      bytes
    helped          21         822        3332        3332
      hurt           0         278         565         565

And more importantly avoids generating really bad code with SSBOs, where
we end up checking a lot of different values (usually immediates) against
the length.

On nv50 we get comparable results, and even improve packing (bytes went
down more than instructions):

total instructions in shared programs : 6346564 -> 6341277 (-0.08%)
total gprs used in shared programs    : 728719 -> 725131 (-0.49%)
total local used in shared programs   : 3552 -> 3552 (0.00%)
total bytes used in shared programs   : 43995688 -> 43932928 (-0.14%)

                local        gpr       inst      bytes
    helped           0        1380        3252        3774
      hurt           0         287        1710        1365

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-01-18 17:52:07 -05:00
Ilia Mirkin
af686e7de3 st/mesa: restore the stObj's size if it was cleared out
An issue could still occur if the base level is set, but fixing that
would require a lot more logic.

This fixes the recently-failing texelFetch 3D tests because the mipmaps
were no longer being generated, which in turn caused the copying logic
to be hit, which in turn didn't work because of the broken
width/height/depth.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-01-18 17:52:07 -05:00
Jason Ekstrand
6f956b0b22 anv/meta: Improve meta clear cleanup a bit 2016-01-18 14:07:46 -08:00
Jason Ekstrand
45d17fcf9b anv: Misc allocation scope fixes 2016-01-18 14:04:13 -08:00
Jason Ekstrand
378af64e30 anv/meta: Add a meta allocator that uses SCOPE_DEVICE
The Vulkan spec requires all allocations that happen for device creation to
happen with SCOPE_DEVICE.  Since meta calls into other things that allocate
memory, the easiest way to do this is with an allocator.
2016-01-18 14:03:24 -08:00
Rob Clark
805e080ba0 freedreno/a4xx: use smaller threadsize for more registers
Once we go past half of the "GPR" register file, it seems like we need
to run frag shader with smaller threadsize.  (The vertex shader already
runs at TWO_QUADS, which is the minimum.)

Signed-off-by: Rob Clark <robclark@freedesktop.org>
2016-01-18 16:58:25 -05:00
Rob Clark
6062941e4d freedreno: per-generation OUT_IB packet
Some a4xx firmware doesn't implement the "PFD" (prefetch-disabled)
version of the CP_INDIRECT_BUFFER packet.  So allow for PFD vs PFE per
generation.  Switch a3xx and a4xx over to using prefetch-enabled version
(which is also what blob does.. it seems only on a2xx we cannot use
PFE).

Signed-off-by: Rob Clark <robclark@freedesktop.org>
2016-01-18 16:58:25 -05:00
Jason Ekstrand
3dfa6a881c anv/meta: Initialize a handle to null 2016-01-18 13:05:02 -08:00
Jason Ekstrand
d49298c702 gen8: Fix border color
The border color packet is specified as a 64-byte aligned address relative
to dynamic state base address.  The way the packing functions are currently
set up, we need to provide it with (offset >> 6) because it just shoves the
bits in where the PRM says they go and isn't really aware that it's an
address.
2016-01-18 12:16:31 -08:00
Jason Ekstrand
bfcc744892 genX/pack: Add a __gen_fixed helper and use it for TextureLODBias
The __gen_fixed helper properly clamps the value and also handles negative
values correctly.  Eventually, we need to make the scripts generate this
and use it for more things.
2016-01-18 11:35:04 -08:00
Jason Ekstrand
5a67df2546 anv/pack: Make TextureLODBias a proper 4.8 float
XXX: We need to update the generators so this doesn't get stompped.
2016-01-18 10:36:53 -08:00
Jason Ekstrand
15e6af0708 nir/spirv: Handle if's where the merge is also a break or continue 2016-01-18 10:10:47 -08:00
Jason Ekstrand
14ebd0fdd7 nir/spirv: Hanle continues that use SSA values from the loop body
Instead of emitting the continue before the loop body we emit it
afterwards.  Then, once we've finished with the entire function, we run
nir_repair_ssa to add whatever phi nodes are needed.
2016-01-18 09:43:12 -08:00
Jason Ekstrand
61ba97522e nir/lower_returns: Repair SSA after doing return lowering 2016-01-18 09:43:12 -08:00
Jason Ekstrand
b11825590d nir: Add a pass to repair SSA form 2016-01-18 09:43:12 -08:00
Jason Ekstrand
a7a5e8a2de nir/vars_to_ssa: Use the new nir_phi_builder helper
The efficiency should be approximately the same.  We do a little more work
per phi node because we have to sort the predecessors.  However, we no
longer have to walk the blocks a second time to pop things off the stack.
The bigger advantage, however, is that we can now re-use the phi placement
and per-block SSA value tracking in other passes.
2016-01-18 09:18:42 -08:00
Jason Ekstrand
8aab4a7bd2 nir: Add a phi node placement helper
Right now, we have phi placement code in two places and there are other
places where it would be nice to be able to do this analysis.  Instead of
repeating it all over the place, this commit adds a helper for placing all
of the needed phi nodes for a value.
2016-01-18 09:18:42 -08:00