While playing with compute shaders, I was getting a random crash,
noticed that bind_state was using the old shader info for comparision,
but gallium allows the shader to be deleted while bound, so this could
lead to a use after free.
This can't happen using the cso cache. As it tracks all of this.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Currently initialized only if 'ish' is non-NULL.
CID: 1444106
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
1. If we switch the TCS for one with a different number of output
vertices, then the TES's gl_PatchVerticesIn value will change.
We need to re-upload in this case. For now, re-emit constants
whenever the TCS/TES are swapped out.
2. If there is no TCS, then we can't grab gl_PatchVerticesIn from
the TCS info. Since it's a passthrough, we can just use the
primitive's patch count (like the TCS gl_PatchVerticesIn does).
Fixes KHR-GL45.tessellation_shader.single.max_patch_vertices and
KHR-GL45.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_PatchVerticesIn.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Now that we've added a system value uploading mechanism, we may as well
reuse the same system for default tessellation levels. This simplifies
the state upload code a bit.
Also fixes:
KHR-GL45.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_tessLevel
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Gallium might call us multiple times to bind subsets of the samplers,
at which point we'd recreate the table a bunch of times. It doesn't
really buy us anything to do it here - even if we defer to draw time,
the dirty tracking ensures we'll only do it on the first draw after a
bind_sampler_states() call.
We now use the number of samplers specified by the shader instead of
the binding count. If this number changes, we flag sampler state as
dirty so we re-upload a table with the right number of entries.
This also fixes a bug where ice->state.need_border_colors was never
unset, so once something needed border colors, the pool would always
be pinned in all future batches.
v2: Explicitly flag sampler states as dirty, rather than assuming that
bind_sampler_states() will be called if the program texture count
changes. While this may be true for st/mesa, it isn't the case for
Gallium HUD.
Tested-by: Timur Kristóf <timur.kristof@gmail.com>
Tested-by: Andre Heider <a.heider@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The Gallium Nine state tracker now works on iris.
Also tested with GALLIUM_HUD and Star Wars: Knights of the Old
Republic on WINE (GL_ATI_fragment_shader).
Signed-off-by: Andre Heider <a.heider@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If Vertex Shader uses EdgeFlag the hardware request that it is setup
as the last VERTEX_ELEMENT_STATE. If SGVS are add at draw time we
need to also reconfigure the last 3DSTATE_VF_INSTANCING so its
VertexElementIndex points to the new Vertex Element that contains
the EdgeFlag.
So if draw parameters or edgeflag are not used the CSO generated at
iris_create_vertex_element is sent directly in the batches. But if
edge flag is used we adjust last VERTEX_ELEMENT_STATE and
last 3DSTATE_VF_INSTANCING using their alternative edge flag version
we generate at iris_create_vertex_element and store at the CSO.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Instead of trusting the caller to already have created a softfp64
function shader and added all its functions to our shader, we simply
take the softfp64 shader as an argument and do the function inlining
ouselves. This means that there's no more nasty functions lying around
that the caller needs to worry about cleaning up.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Additional VERTEX_ELEMENT_STATE are used to store basevertex and
baseinstance and drawid updating the DWordLength of the
3DSTATE_VERTEX_ELEMENTS command.
This passes all piglit tests for spec.*draw_parameters.* tests
and VK-GL-CTS KHR-GL45.shader_draw_parameters_tests.* tests.
Now we only mark a dirty_update when parameters are changed or
when we have an indirect draw.
We enable PIPE_CAP_DRAW_PARAMETERS on Iris.
There is no edge flag support in the Vertex Elements setup.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This just moves the code for dealing with pipe_shader_state /
pipe_compute_state / iris_uncompiled_shader to the end of the file.
Now that those do precompiles, they want to call the actual compile
functions. Putting them at the end eliminates the need for a bunch
of prototypes.
Previously I had a hack in st/mesa to make it stop remapping
VARYING_SLOT_* into the naively compacted slots, which aren't
what we want. But that wasn't very feasible, as we'd have to
update all drivers, or add capability bits, and it gets messy fast.
It turns out that I can map back to VARYING_SLOT_* in about 5 LOC,
so let's just do that. It removes the need for hacks, and is easy.
This also fixes KHR-GL46.enhanced_layouts.xfb_capture_struct, which
apparently with my hack was still getting the wrong slot info.
In st_nir_lower_uniforms_to_ubo() all UBO access in the shader have
its index incremented to open room for uniforms in constbuf0. So if
we use UBOs, we always need to include the extra binding entry in the
table.
To avoid doing this checks both when compiling the shader and when
assigning binding tables, store the num_cbufs in iris_compiled_shader.
Fixes a bunch of tests from Piglit and CTS that use UBOs but don't use
uniforms or system values. Note that some tests fitting this criteria
were passing because the UBOs were moved to be push
constants (avoiding the problem).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
There are a variety of ways to fix this, many of which are simple, but
I could use some advice on which ones other people prefer, and so we'll
punt until after the holidays.
We were relying on CSE/GVN/etc to coalesce all intrinsics that load the
same value, but that's a bad idea. We might have a couple intrinsics
that reload the same value. If so, we only want to set up the uniform
on the first one we see.
Gen9-10 have fewer than 4 subslices per slice, so they need this to be
rounded up. Gen11 isn't documented as needing this hack, and it can
also have more than 4 subslices, so the hack actually can break things.
Fixes tests/spec/arb_enhanced_layouts/execution/component-layout/
sso-vs-gs-fs-array-interleave
This exposes iris_upload_shader() without having to bind it, which will
be useful for precompiles. It also lets us examine the old programs and
flag dirty bits at a higher level, rather than cramming all that
knowledge into the cache layer.
it doesn't do anything, we have no params. I guess I thought there
would be some, but they all get dead code eliminated even if we try
to make them exist in the first place.
The backend compiler used to do this for us, but after a rebase, it's
now the driver's responsibility. This lets us alter it for say, clip
vertex lowering, at the global level rather than the per-variant level.
we borrow the approach from anv rather than i965, as it works better
with pre-baked state that needs to contain scratch BO addresses
fixes a bunch of varying packing tests