Commit graph

85652 commits

Author SHA1 Message Date
Samuel Pitoiset
b8f0b00a9a nvc0: invalidate texture buffers for compute
This is a pretty rare situation but this can happen though.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-05-12 21:37:08 +02:00
Tim Rowley
2785f2f2d7 swr: properly expose compressed format support
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-05-12 14:12:18 -05:00
Jason Ekstrand
5186545d66 anv: Don't advertise shaderImageGatherExtended
We don't actually support all of the extended gather functionality so we
shouldn't be advertising it.
2016-05-12 10:57:00 -07:00
Rob Clark
9d3cc80b75 nir: glsl_get_bit_size() should take glsl_type
It's what all the call-sites once, so gets rid of a bunch of inlined
glsl_get_base_type() at the call-sites.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-12 13:39:40 -04:00
Topi Pohjolainen
b19cff1639 i965/gen9: Enable lossless compression
I tried first creating the auxiliary buffer the same time with the
color buffer. That, however, led me into a situation where we would
later create the rest of the mip-levels and the compression would
need to be disabled (it is only supported for single level buffers).

Here we try to create it on demand just before the hardware starts
to render. This is similar what we do with fast clear buffers,
their creation is deferred until the first clear.
This setup also gives the opportunity to detect if the miptree
represents the temporaty texture used internally in the mesa core.
This texture is mostly written by cpu and therefore enabling
compression for it doesn't make much sense.

Note that a heuristic is included. Floating point formats are not
enabled yet as they are only seen to hurt performance.

Some highlights with window system driver kept fixed to default
and only the application driver changing:

Manhattan: 8.32152% +/- 0.355881%
Offscreen: 9.09713% +/- 0.340763%

Glb trex: 8.46231% +/- 0.460624%
Offscreen: 9.31872% +/- 0.463743%

v2 (Ben): Re-use msaa layout type for single sampled case.
v3: Moved the deferred allocation of mcs to brw_try_draw_prims() and
    brw_blorp_blit_miptrees() instead.
v4: (Ken): Drop MIPTREE_LAYOUT_ACCELERATED_UPLOAD when allocating mcs.
    Do not enable for scanout buffers

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:37 +03:00
Topi Pohjolainen
cd9e97a020 i965: Set render state for lossless compressed
v2: Add support for blorp and removed the support for meta
v3 (Ben): Add assertion on compressed non-fast clear - must
          be partial clear.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:37 +03:00
Topi Pohjolainen
cda8c2a911 i965/wm: Don't sample lossless compressed as multisampled
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:37 +03:00
Topi Pohjolainen
683dda0083 i965/gen9: Setup MCS for compressed texture surfaces
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:37 +03:00
Topi Pohjolainen
1a05aeeb1c i965/blorp: Do not resolve lossless compressed blit sources
Blorp blits use sampling engine which is capable of resolving
on the fly. Buffers are still resolved for blitter engine. Current
understanding is that blitter doesn't understand lossless compression.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:37 +03:00
Topi Pohjolainen
01ba26d0b0 i965/blorp: Prepare blits for lossless compression
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:37 +03:00
Topi Pohjolainen
84066ebd63 i965: Deferred allocation of mcs for lossless compressed
Until now mcs was associated to single sampled buffers only for
fast clear purposes and it was therefore the responsibility of the
clear logic to allocate the aux buffer when needed. Now that normal
3D render or blorp blit may render with mcs enabled also, they need
to prepare the mcs just as well.

v2: Do not enable for scanout buffers
v3 (Ben):
   - Fix typo in commit message.
   - Check for gen < 9 and return early in brw_predraw_set_aux_buffers()
   - Check for gen < 9 and return early in intel_miptree_prepare_mcs()
v4: Check for msaa_layput and number of samples to determine if
    lossless compression is to used. Otherwise one cannot distuingish
    between fast clear with and without compression.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:26 +03:00
Topi Pohjolainen
1ca02b6ebb i965: Add flag telling if miptree is for client consumption
Consider later on adding specific disable flags such as

MIPTREE_LAYOUT_DISABLE_AUX_MCS   = 1 << 3, /* CCS_D */
MIPTREE_LAYOUT_DISABLE_AUX_CCS_E = 1 << 4,
MIPTREE_LAYOUT_DISABLE_AUX       = MIPTREE_LAYOUT_DISABLE_AUX_MCS |
                                   MIPTREE_LAYOUT_DISABLE_AUX_CCS_E,

and equivalent boolean/enums into miptree.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:22 +03:00
Topi Pohjolainen
a6e0f1cc7f i965: Add helper for lossless compression support
v2: Check explicitly against base type of GL_FLOAT instead of
    using _mesa_is_format_integer_color(). Otherwise we miss
    GL_UNSIGNED_NORMALIZED.
v3 (Ben): Also call intel_miptree_supports_non_msrt_fast_clear()
          in order to really check everything.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:22 +03:00
Topi Pohjolainen
874c5f05db i965/gen9: Prepare surface state setup for lossless compression
v2 (Ben): Use combination of msaa_layout and number of samples
          instead of introducing explicit type for lossless
          compression (intel_miptree_is_lossless_compressed()).
v3 (Ben): Do not set fast claer state in surface state setup.
          Moved into brw_postdraw_set_buffers_need_resolve()
          using a separate patch.
v4: Support for blorp
v5 (Ben): Re-use gen8_get_aux_mode()

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:22 +03:00
Topi Pohjolainen
a8544267fd i965/gen8: Expose auxiliary mode resolver
Also use the opportunity to drop the unused surface type argument.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:22 +03:00
Topi Pohjolainen
94926492d8 i965: Relax assertion of halign == 16 for lossless compressed aux
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:22 +03:00
Topi Pohjolainen
ba9f954e60 i965/blorp: Set full resolve for lossless compressed
v2 (Ben): Introduce union for fast clear and resolve ops

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:49:22 +03:00
Topi Pohjolainen
58e7392e12 i965/blorp: Do not skip fast color clear with new color
This hasn't been visible before. It showed up with lossless
compression with:

dEQP-GLES3.functional.fbo.color.repeated_clear.sample.tex2d.rgb8

Current fast clear logic kicks color resolves even for gpu sampling.
In the test case this results into trashing of the fast color clear
state between two subsequent clears, and therefore each clear is
performed correctly.
With lossless compression the resolves are unnecessary and therefore
the clear state indicates that the buffer is already cleared. Without
considering if the previous color value was the same as the new,
clears that need to be performed are skipped and the buffer ends up
holding old pixel values.

v2 (Ken): Fix the comparison for gen < 9

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-05-12 19:48:47 +03:00
Kenneth Graunke
12dcad1b42 i965: Enable scalar GS by default.
I'd originally left this off because Orbital Explorer was hanging the
GPU, but it seems to be working these days.  There have been a bunch
of changes since then, so we probably fixed something.

On my Broadwell laptop, both Synmark/GSCloth and Orbital Explorer seem
to run at approximately the same framerate in either mode.  This is
despite large reductions in instruction count for Synmark, and large
increases for Orbital Explorer.  It apparently just doesn't matter.

Switching to scalar mode will gain us fp64 support in the next release,
as vec4-mode support isn't yet ready.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-05-12 01:01:42 -07:00
Kenneth Graunke
607fb0f13d i965: Reduce the SIMD8 GS push constant threshold from 32 to 24.
Three Shadow of Mordor geometry shaders increase by a single
instruction, but the number of spills/fills in Orbital Explorer
is reduced from 194:1279 -> 82:454.  No other programs are affected.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-05-12 01:01:42 -07:00
Kenneth Graunke
3aa542c657 i965: Delete bogus assertion in emit_gs_input_load().
This looks like leftover cruft from an earlier attempt at writing
point size hacks.  Each vertex has its own copy of gl_PointSize,
so accessing any vertex other than 0 would cause this to fail.

The tests seem to work fine without it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-05-12 01:01:42 -07:00
Kenneth Graunke
1c41cb58de i965: Support instanced GS inputs in the scalar backend.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-05-12 01:01:36 -07:00
Kenneth Graunke
5fc3772650 i965: Use an early return for the push case in emit_gs_input_load().
Just trying to keep things from getting too ugly in the next commit.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-05-12 00:59:08 -07:00
Kenneth Graunke
e9ca952581 i965: Drop BRW_NEW_BLORP from stipple and line parameter packets.
BLORP never touches these, and they're all non-pipelined.  Some
are fairly large packets as well.

I haven't tried to benchmark this; the effect is likely to be small.
However, we may as well stop the pointless papercuts; maybe they'll
add up someday.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2016-05-12 00:54:37 -07:00
Jakob Sinclair
18f7c88dd6 glsl: fixed uninitialized pointer
Class "ir_constant" had a bunch of constructors where the pointer member
"array_elements" had not been initialized. This could have lead to unsafe
code if something had tried to write anything to it. This patch fixes
this issue by initializing the pointer to NULL in all the constructors.
This issue was discovered by Coverity.

CID: 401603, 401604, 401605, 401610

Signed-off-by: Jakob Sinclair <sinclair.jakob@openmailbox.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2016-05-12 09:46:36 +02:00
Ilia Mirkin
ba3f0b6d59 nvc0: fix gl_SampleMaskIn computation
The SAMPLEMASK semantic should only return the bits set covered by the
current invocation. However we were always retrieving the covmask, which
returns the covered samples of the whole pixel.

When not doing per-sample invocation, this is precisely what we want.
However when doing per-sample invocation, we have to select the
sampleid'th bit and only return that. Furthermore, this means that we
have to have a 1:1 correlation for invocations and samples.

This fixes most

dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.*

tests. A few failures remain due to disagreements about nr_samples==1
logic as well as what happens with MSAA x2 RTs when the shading fraction
is 0.5.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-05-11 20:39:27 -04:00
Ilia Mirkin
f5fe903002 nv50/ir: generalize interp fixups to be able to fixup anything
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-05-11 20:39:26 -04:00
Jason Ekstrand
66a442687f .mailmap: Update the e-mail addresses for Kristian Høgsberg
This changes it to use his personal e-mail and adds his @intel.com address

Acked-by: Kristian Høgsberg <krh@bitplanet.net>
2016-05-11 12:32:14 -07:00
Jason Ekstrand
7e759fbd60 .mailmap: Use Connor Abbott's personal e-mail 2016-05-11 12:27:15 -07:00
Giuseppe Bilotta
9c3392cb3a Add .mailmap
This adds a first tentative .mailmap file, to canonicize contributor
name/emails in shortlogs and other statistical endeavours.

Signed-off-by: Giuseppe Bilotta <giuseppe.bilotta@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-11 12:21:46 -07:00
Jason Ekstrand
f1dcc7976a i965: Stop splitting fma() prior to optimization
According to the GLSL spec, if the user uses the fma() intrinsic to
generate a precise-consumed value, and you have it in your hardware, you
shouldn't split it.  For a while now, we've been splitting all ffma's
up-front and then planned to fuse them later which isn't valid.  Correctly
handling the GLSL behaviour fixes rendering corruptions in Tomb Raider.
The only reason why doing this possibly helped before was for ARB programs
which is handled by the previous commit.

Shader-db results on Haswell:

   total instructions in shared programs: 7560300 -> 7561510 (0.02%)
   instructions in affected programs: 56265 -> 57475 (2.15%)
   helped: 86
   HURT: 291

The only shaders in the database that are affected are from "Shadow of
Mordor" which is the first app in our database to use fma().  We could, at
some point in the future, split inexact ffma opcodes which would fix the
shader-db regressions since Shadow of Mordor doesn't ues precise.  However,
this fixes a bug now and and the shader-db impact is fairly small.

Reported-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-11 11:44:35 -07:00
Jason Ekstrand
47f01e538a ptn: Emit mul+add for MAD
Unlike fma() in GLSL, MAD in ARB programs is 100% splittable.  Just emit
the split version and let the optimizer fuse them later.

Shader-db results on Haswell:

   total instructions in shared programs: 7560379 -> 7560300 (-0.00%)
   instructions in affected programs: 143928 -> 143849 (-0.05%)
   helped: 443
   HURT: 250

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-11 11:44:35 -07:00
Jason Ekstrand
1b72c31e1f nir/algebraic: Separate ffma lowering from fusing
The i965 driver has its own pass for fusing mul+add combinations that's
much smarter than what nir_opt_algebraic can do so we don't want to get the
nir_opt_algebraic one just because we didn't set lower_ffma.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-11 11:44:35 -07:00
Rob Clark
5886d1bad1 anv: fix build break
Previous rename of lower-output-to-temps pass predated merging of anv,
and apparently vulkan wasn't enabled in my local builds so overlooked
this when rebasing.

Reported-by: Mark Janes <mark.a.janes@intel.com>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
2016-05-11 14:03:24 -04:00
Rob Clark
697382eb61 mesa/st: split the type_size calculation into it's own file
We'll want to re-use this for NIR.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-05-11 12:20:12 -04:00
Rob Clark
0e5a369879 glsl: export accessor for builtin-uniform descriptors
We'll need this for a nir pass to lower builtin-uniform access.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-11 12:20:12 -04:00
Rob Clark
dfbabc6bad nir/lower-io: add support for lowering inputs
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-11 12:20:11 -04:00
Rob Clark
595f9d5476 nir/lower-io: split out some helper fxns
Prep work to reduce the noise in the next patch.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-11 12:20:11 -04:00
Rob Clark
b085016f94 nir: rename lower_outputs_to_temporaries -> lower_io_to_temporaries
Since it will gain support to lower inputs, give it a more generic name.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
2016-05-11 12:20:11 -04:00
Rob Clark
47fcef9a20 nir: move callsite of lower_outputs_to_temporaries
Going to convert this pass to parameterized lower_io_to_temporaries, and
we want the user to be able to specify whether to lower outputs or
inputs or both.  The restriction of running this pass before validate
to avoid output reads no longer applies.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-11 12:20:11 -04:00
Rob Clark
5261947260 nir: lower-io-types pass
A pass to lower complex (struct/array/mat) inputs/outputs to primitive
types.  This allows, for example, linking that removes unused components
of a larger type which is not indirectly accessed.

In the near term, it is needed for gallium (mesa/st) support for NIR,
since only used components of a type are assigned VBO slots, and we
otherwise have no way to represent that to the driver backend.  But it
should be useful for doing shader linking in NIR.

v2: use glsl_count_attribute_slots() rather than passing a type_size
    fxn pointer

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-11 12:20:11 -04:00
Rob Clark
b10cc24519 nir: passthrough-edgeflags support
Handled by tgsi_emulate for glsl->tgsi case.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-05-11 12:20:11 -04:00
Rob Clark
3a939d034e nir: add lowering pass for glBitmap
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-05-11 12:20:11 -04:00
Rob Clark
12c18ce476 nir: add lowering pass for glDrawPixels
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-05-11 12:20:11 -04:00
Rob Clark
b26645a00f nir: add lowering pass for y-transform
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-05-11 12:20:11 -04:00
Rob Clark
e1d80f8603 gallium: add NIR as a possible IR
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-05-11 12:20:11 -04:00
Rob Clark
425dc4c4b3 gallium: refactor pipe_shader_state to support multiple IR's
The goal is to allow the pipe driver to request something other than
TGSI, but detect whether what is getting is TGSI vs what it requested.
The pipe drivers will always have to support TGSI (and convert that into
whatever it is that they prefer), but in some cases we should be able to
skip the TGSI intermediate step (such as glsl->nir vs glsl->tgsi->nir).

I think pipe_compute_state should get similar treatment.  Currently,
afaict, it has one user and one consumer, which has allowed it to be
sloppy wrt. supporting alternative IR's.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-05-11 12:20:11 -04:00
Rob Clark
4500d17245 freedreno: fix multi-layer transfer_map's
The use of transfer_inline_write() in TexSubImage path (see fb9fe352ea)
exposed a bug for "layer_first" resources (ie. a4xx) not setting correct
layer_stride.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
2016-05-11 12:03:21 -04:00
Juan A. Suarez Romero
9bea018994 glsl: use var with initializer on global var validation
Currently, when cross validating global variables, all global variables
seen in the shaders that are part of a program are saved in a table.

When checking a variable this already exist in the table, we check both
are initialized to the same value. If the already saved variable does
not have an initializer, we copy it from the new variable.

Unfortunately this is wrong, as we are modifying something it is
constant. Also, if this modified variable is used in
another program, it will keep the initializer, when it should have none.

Instead of copying the initializer, this commit replaces the old
variable with the new one. So if we see again the same variable with an
initializer, we can compare if both are the same or not.

v2: convert tabs in whitespaces (Kenenth Graunke)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-11 13:50:04 +02:00
Jordan Justen
2c1c060b03 util/ralloc: Remove double zero'ing of rzalloc buffers
Juha-Pekka found this back in May 2015:
<1430915727-28677-1-git-send-email-juhapekka.heikkila@gmail.com>

From the discussion, obviously it would be preferable to make
ralloc_size no longer return zeroed memory, but Juha-Pekka found that
it would break Mesa.

In <56AF1C57.2030904@gmail.com>, Juha-Pekka mentioned that patches
exist to fix i965 when ralloc_size is fixed to not zero memory, but
the patches have not made their way to mesa-dev yet.

For now, let's stop doing the double zeroing of rzalloc buffers.

v2:
 * Move ralloc_size code to rzalloc_size, and add a comment as
   suggested by Ken.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-10 22:54:46 -07:00