this adds automatic size support to the atomic buffer code,
but also realigns the code to act like the ubo/ssbo code.
v1.1:
add missing blank lines.
reindent one block properly.
check for NullBufferObj.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
KHR-GL45.shader_ballot_tests.ShaderBallotBitmasks has a MOV that hits
this validation path. MOVs don't have a src1 file, but calling
brw_inst_src1_type() was tripping on src1.file being BRW_IMMEDIATE_VALUE
and the hw_type being something invalid for immediates.
To work around this, just pretend src1 is src0 if there isn't a src1.
Fixes: 2572c2771d (i965: Validate "Special
Requirements for Handling Double Precision Data Types")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102680
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Fixes 'KHR-GL45.copy_image.functional' on Nouveau and i965.
v2: (by Kenneth Graunke)
Rewrite patch according to Jason Ekstrand's review feedback.
This makes it handle differing strides, which i965 needed.
Signed-off-by: Karol Herbst <karolherbst@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Older kernels fail the va_op with this flag set. If the kernel
supports GFX9 usefully, it will also support this flag.
Fixes: e8d57802fe "radv/gfx9: allocate events from uncached VA space"
Reviewed-by: Dave Airlie <airlied@redhat.com>
Jason and I investigated several OpenGL CTS failures where the tests
bind the same texture for rendering and texturing, at the same time.
This has defined results as long as the reads happen before writes,
or the regions are non-overlapping. Normally, this just works out.
However, CCS can cause problems. If the shader is reading one set of
pixels, and writing to different pixels that are adjacent, they may end
up being covered by the same CCS block. So rendering may be writing a
CCS block, while the sampler is trying to read it. Corruption ensues.
Disabling CCS is unfortunate, but safe.
Fixes several KHR-GL45.texture_barrier.* subtests.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This lowers ffma to a * b + c.
This seems like it should keep Marek happiest, so
we'd never get to the fma instruction emission code.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
So it appears the Vulkan SPIR-V fma opcode can be equivalent to a
mad operation, and the fma hw opcode on AMD hw is issued like a double
opcode so is slower. Also the radeonsi stack does this.
This appears to improve performance on a number of games from Feral,
and thanks to Feral for noticing the problem.
I'm reposting this one as Marek indicated he thinks this is what
we should be doing on AMD hw.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The HW will halt when you hit a HALT packet, or when you hit the end
address. Tell CLIF if there's an end address is so that it can stop
correctly. (There was usually a 0 byte after the CL, so it would stop
anyway).
In order to keep early-Z from writing early in a discard shader, you need
to set the "modifies Z" bit in the shader state (which the new
prog_data.discards will indicate). Then, in the shader we do a TLB write
to make Z passthrough happen (the QPU result is ignored, so we use a NULL
source).
I had base_vertex hacked into the shader state setup like in vc4, but it's
not correct for big offsets. Using the proper packet is easier and
hopefully means we can re-emit shader state setup less frequently.
These existed so I could unpack just the sub-id field to switch on in the
old manual CLIF dumper. The new codegen handles sub-id automatically, but
only if these stub packets aren't there with an implicit sub-id=0.
V3D 3.3 is a continuation of the 3D implementation in VC4 (v2.1 and v2.6).
V3D 3.3 introduces an MMU (no more CMA allocations) and support for
GLES3.1. This driver is not currently conformant, though that will be a
target as soon as possible.
V3D 3.x parts use a new texture tiling layout common across many Broadcom
graphics parts including and the HVS scanout engine. It also massively
changes the QPU instructions, introducing a common physical register file
(no more A/B split) and half-float instructions, while removing the 4x8
unorm instructions in favor of half-float for talking to fixed function
interfaces. Because so much has changed, vc5 is implemented in a separate
gallium driver, using only the XML code-generation support from vc4.
v2: Fix tile layout for 64bpp textures. Fix texture swizzling for 32-bit
returns. Fix up a bit of MRT setup. Sync the simulator to kernel
behavior a bit more. Improve uniform debugging code. Rebase on
QIR->VIR rename. Move texture state mostly to the CSOs. Improve
cache flushing on the simulator. Fix program deletion
use-after-frees.
Acked-by: Dave Airlie <airlied@gmail.com> (uabi plan)
Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch> (uabi plan)
This is a pretty straightforward fork of VC4's NIR compiler to VC5. The
condition codes, registers, and I/O have all changed, making the backend
hard to share, though their heritage is still recognizable.
v2: Move to src/broadcom/compiler to match intel's layout, rename more
"vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts
with vc4, use new v3d_debug header, add compiler init/free functions,
do texture swizzling in NIR to allow optimization.
This will be usable with "VC5_DEBUG=cl" on the vc5 driver to stream a CLIF
file (the Broadcom equivalent of i965's AUB) to stderr. I haven't tested
that this is actually usable with the internal CLIF-consuming tools, but
is close enough as a baseline and is useful for visually inspecting the
command stream.
Unlike VC4, I've defined an unpacked instruction format with pack/unpack
functions to convert to 64-bit encoded instructions. This will let us
incrementally put together our instructions and validate them in a more
natural way than the QPU_GET_FIELD/QPU_SET_FIELD used to.
The pack/unpack unfortuantely are written by hand. While I could define
genxml for parts of it, there are many special cases (like operand order
of commutative binops choosing which binop is being performed!) and it
probably wouldn't come out much cleaner.
The disasm unit test ensures that we have the same assembly format as
Broadcom's internal tools, other than whitespace changes.
v2: Fix automake variable redefinition complaints, add test to .gitignore
Unlike vc4, where the compiler and gallium driver live together, for vc5
the compiler will live up in the shared broadcom directory, and need
access to the debug flags. Define a set of debug flags and helpers there,
so it can be shared between compiler, vc5, and vulkan.
My intent is to develop the vc5 driver in-tree for some time to build the
CL generation and shader compiler code, and keep out-of-tree patches for
talking to an actual kernel driver until the kernel driver can be
stabilized on the hardware.
v2: Define a HAVE_BROADCOM_DRIVERS, like HAVE_INTEL or HAVE_AMD.
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
I've been doing this inside of vc4, but vc5 wants it as well and it may be
useful for other drivers (Intel has a related path for pre-gen6 with MRT,
and freedreno had a TGSI path for it at one point).
This required defining a common enum for the standard comparison
functions, but other lowering passes are likely to also want that enum.
v2: Add to meson.build as well.
Acked-by: Rob Clark <robdclark@gmail.com>