Vulkan doesn't set these fields even though it doesn't use HiS.
HiS is disabled by programming DB_SRESULTS_COMPARE_STATEn to 0.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This has apparently never existed in GLSL ES.
Fixes dEQP-GLES3.functional.shaders.texture_functions.invalid
.textureoffset_sampler2darrayshadow_vec4_ivec2_vertex and
.textureoffset_sampler2darrayshadow_vec4_ivec2_fragment
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98244
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
DEQP's clear tests like to give us x + w < 0 or y + h < 0. Since we
were comparing to an unsigned, it would get promoted to unsigned and come
out as bignum >= width or height and we would clear the whole fb instead
of none of the fb.
Fixes 10 tests under deqp-gles2/functional/color_clear.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
i is used for the driver_configs, while j is for the visuals.
Fixes: 4b8a55809e ("egl/surfaceless: tweak surfaceless_add_configs_for_visuals()")
Reported-by: Chad Versace <chadversary@chromium.org>
Tested-by: Chad Versace <chadversary@chromium.org>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
When !use_ib_bos, we can't easily chain ibs one to another. If the
required cs size grows over 1Mi - 8 dwords just fail the cs so that we
won't assert-fail in radv_amdgpu_winsys_cs_submit later on.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Several conformance tests violate this requirement:
ES31-CTS.core.tessellation_shader.max_patch_vertices
ES31-CTS.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.data_pass_through
I submitted a merge request to fix the conformance tests, but Khronos
opted to drop this GLSL ES specific requirement in favor of making flat
qualification of VS outputs optional, matching modern desktop GL.
Note that there were 7 Piglit tests which enforce this rule:
tests/spec/glsl-es-3.00/compiler/interpolation/qualifiers/*nonflat*
but these were deleted in Piglit commit acc0a2fabbd714bc704c16f1675e7c0.
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=15465#c7
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
We also remove the redundant zero defaults since everything without an
explicit default gets zeroed automatically.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Split the source immediate value into new values and move them into the
original defs set by the split. Since we can only have up to 64-bit
immediates, this is largely beneficial for F64 (and, in the future, U64)
operations.
Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
[imirkin: always use U32, set newi for foldCount tracking]
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Everything is in place. There are still conformance issues to sort out,
but we may as well turn it on in master.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Without meta, we no longer need the _init helpers and the ability to back
an image view with surface states allocated out of the command buffer.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Now that meta is gone and we're using blorp, we don't need all of the usage
hacks. Instead, the usage provided by the app is exactly the usage that we
want because the app is the only thing creating image views.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Now that we don't have meta, we have no need for a gen-agnostic pipeline
create path. We can, instead, just generate one Create*Pipelines function
per gen and be done with it.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
In order for things such as the ANV_CALL and the ifuncs to work, we used to
have a singleton gen_device_info structure that got assigned the first time
you create a device. Given that the driver will never be used
simultaneously on two different generations of hardware, this was fairly
safe to do. However, it has caused a few hickups and isn't, in general, a
good plan. Now that the two primary reasons for this singleton are gone,
we can get rid of it and make things quite a bit safer.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
This macro was needed by meta in order to make gen-specific calls from
gen-agnostic code. Now that we don't have meta, the remaining two uses are
fairly trivial to get rid of.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Now that we no longer have meta, all pipelines get created via the normal
Vulkan pipeline creation mechanics. There is no more need for this bit of
extra magic data that we've been passing around.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
If we don't, we can end up with corruption in the portion of the depth
buffer that lies outside the render area when we do a HiZ resolve at the
end. The only reason we weren't seeing this before was that all of the
meta-based clears such as VkCmdClearDepthStencilImage were internally using
HiZ so the HiZ buffer never truly got out-of-sync. If the CTS ever tested
a depth upload (which doesn't care about HiZ) and then a partial render we
would have seen problems. Soon, we will be using blorp to do depth clears
and it won't bother with HiZ so we would get CTS regressions without this.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
When I initially brought up Vulkan blorp, I completely missed that this
was already factored out. There's no good reason for us to hand-roll it.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
In Vulkan, we want to be able to use blorp to perform clears inside of a
render pass. If blorp stomps the depth/stencil buffers packets then we'll
have to re-emit them. This gets tricky when secondary command buffers get
involved. Instead, we'll simply guarantee that the depth and stencil
buffers we pass to blorp (if any) match those already set in the hardware.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This never mattered before because the only time we used blorp
depth/stencil only was to do HiZ operations on gen6-7. It may have worked
in that case (and maybe it didn't) but slow depth clears actually do depth
rendering so they need a valid render target.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This gives a slightly smarter way to check whether or not a particular
surface exists than looking at the address.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This should now set the pipeline up properly for doing depth and/or stencil
clears by plumbing through depth/stencil test values. We are now also
emitting color calculator state for blorp operations without an actual
shader because that is where the stencil reference value goes pre-SKL.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The newly reworked depth/stencil config code can properly handle having
depth, stencil, both, or neither. We no longer need to predicate it on
having depth or stencil.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
While we're here, we also make depth without HiZ work.
v2:
- Use the correct surface type for 1-D on SKL+
- Set QPitch on BDW+
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>