Commit graph

75212 commits

Author SHA1 Message Date
Jason Ekstrand
75f33a6420 i965/vec4: Get rid of the uniform_size array 2015-12-14 15:58:09 -08:00
Jason Ekstrand
eb76f226cf i965/fs: Use UD type for offsets in VARYING_PULL_CONSTANT_LOAD 2015-12-14 15:58:09 -08:00
Jason Ekstrand
a487f0284f i965/vec4: Use MOV_INDIRECT instead of reladdr for indirect push constants
This commit moves us to an instruction based model rather than a
register-based model for indirects.  This is more accurate anyway as we
have to emit instructions to resolve the reladdr.  It's also a lot simpler
because it gets rid of the recursive reladdr problem by design.

One side-effect of this is that we need a whole new algorithm in
move_uniform_array_access_to_pull_constants.  This new algorithm is much
more straightforward than the old one and is fairly similar to what we're
already doing in the FS backend.
2015-12-14 15:58:09 -08:00
Jason Ekstrand
46f5396846 i965/vec4: Inline get_pull_constant_offset
It's not really doing enough anymore to justify a helper function.
2015-12-14 15:58:09 -08:00
Jason Ekstrand
9c36c40845 i965/fs: Get rid of the param_size array 2015-12-14 15:58:09 -08:00
Jason Ekstrand
9024353db3 i965/fs: Stop relying on param_size in assign_constant_locations
Now that we have MOV_INDIRECT opcodes, we have all of the size information
we need directly in the opcode.  With a little restructuring of the
algorithm used in assign_constant_locations we don't need param_size
anymore.  The big thing to watch out for now, however, is that you can have
two ranges overlap where neither contains the other.  In order to deal with
this, we make the first pass just flag what needs pulling and handle
assigning pull constant locations until later.
2015-12-14 15:58:09 -08:00
Jason Ekstrand
9f46af9e41 i965/fs: Get rid of reladdr
We aren't using it anymore.
2015-12-14 15:58:09 -08:00
Jason Ekstrand
a3cd95a884 i965/fs: Use MOV_INDIRECT for all indirect uniform loads
Instead of using reladdr, this commit changes the FS backend to emit a
MOV_INDIRECT whenever we need an indirect uniform load.  We also have to
rework some of the other bits of the backend to handle this new form of
uniform load.  The obvious change is that demote_pull_constants now acts
more like a lowering pass when it hits a MOV_INDIRECT.
2015-12-14 15:58:09 -08:00
Jason Ekstrand
7ba70b1b51 nir: Add another index to load_uniform to specify the range read 2015-12-14 14:28:31 -08:00
Jason Ekstrand
4115648a6b i965/vec4: Add support for SHADER_OPCODE_MOV_INDIRECT 2015-12-14 14:28:31 -08:00
Jason Ekstrand
2f1455dbb0 i965/fs: Add support for MOV_INDIRECT on pre-Broadwell hardware
While we're at it, we also add support for the possibility that the
indirect is, in fact, a constant.  This shouldn't happen in the common case
(if it does, that means NIR failed to constant-fold something), but it's
possible so we should handle it.
2015-12-14 14:28:31 -08:00
Jason Ekstrand
4be9a1c7bb i965/fs: Fix regs_read() for MOV_INDIRECT with a non-zero subnr
The subnr field is in bytes so we don't need to multiply by type_sz.
2015-12-14 14:28:31 -08:00
Jason Ekstrand
653d8044ab i965/fs: Don't force MASK_DISABLE on INDIRECT_MOV instructions
It should work fine without it and the visitor can set it if it wants.
2015-12-14 14:28:30 -08:00
Jason Ekstrand
2c90f08bf7 i965/fs: Add support for doing MOV_INDIRECT on uniforms 2015-12-14 14:28:30 -08:00
Ian Romanick
96dc732ed8 meta/generate_mipmap: Work-around GLES 1.x problem with GL_DRAW_FRAMEBUFFER
GL_DRAW_FRAMEBUFFER does not exist in OpenGL ES 1.x, and since
_mesa_meta_begin hasn't been called yet, we have to work-around API
difficulties.  The whole reason that GL_DRAW_FRAMEBUFFER is used instead
of GL_FRAMEBUFFER is that the read framebuffer may be different.  This
is moot in OpenGL ES 1.x.

I have another patch series that would also fix this (by removing the
calls to _mesa_BindFramebuffer and friends), but it's not quite ready
yet... and I think it may be a bit heavy for some stable branches.
Consider this a stop-gap fix.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93215
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2015-12-14 13:09:15 -08:00
Samuel Pitoiset
71135e275f nvc0: check return value of nvc0_program_validate()
Spotted by Coverity.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-14 19:08:42 +01:00
Samuel Pitoiset
54f58210c2 nv50: check return value of nouveau_object_new()
When ret == 0, obj is not NULL. Spotted by Coverity.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-14 19:08:39 +01:00
Samuel Pitoiset
3f7462b792 nv50,nvc0: make use of unreachable() when invalid texture target happens
Spotted by Coverity.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-14 19:08:25 +01:00
Christian König
8b52fa71ac st/va: handle default post process regions
Avoid referencing NULL pointers.

Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
Tested-by: Julien Isorce <j.isorce@samsung.com>
2015-12-14 11:54:55 +01:00
Christian König
f6dd31c1cf st/va: fix unused variable warning
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
2015-12-14 11:54:55 +01:00
Christian König
025d97381e st/va: clean up post process includes
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
Tested-by: Julien Isorce <j.isorce@samsung.com>
2015-12-14 11:54:54 +01:00
Christian König
27a276f625 st/va: cleanup filter color standard handling
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
Tested-by: ulien Isorce <j.isorce@samsung.com>
2015-12-14 11:54:54 +01:00
Tapani Pälli
8b79258cfe meta: clear_state structure cleanup
Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-12-14 08:01:49 +02:00
Ilia Mirkin
eca8f38dcf glsl: assign varying locations to tess shaders when doing SSO
GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
2015-12-13 11:35:28 -05:00
Neil Roberts
839793680f i965: Use MESA_FORMAT_B8G8R8X8_SRGB for RGB visuals
Previously if the visual didn't have an alpha channel then it would
pick a format that is not sRGB-capable. I don't think there's any
reason not to always have an sRGB-capable visual. Since 28090b30 there
are now visuals advertised without an alpha channel which means that
games that don't request alpha bits in the config would end up without
an sRGB-capable visual. This was breaking supertuxkart which assumes
the winsys buffer is always sRGB-capable.

The previous code always used an RGBA format if the visual config
itself was marked as sRGB-capable regardless of whether the visual has
alpha bits. I think we don't actually advertise any sRGB-capable
visuals (but we just use sRGB formats anyway) so it shouldn't make any
difference. However this patch also changes it to use RGBX if an
sRGB-capable visual is requested without alpha bits for consistency.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92759
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Suggested-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-12-13 14:29:42 +00:00
Neil Roberts
43f4be5f06 i965: Add B8G8R8X8_SRGB to the alpha format override
brw_init_surface_formats overrides the render format for RGBX formats
which aren't supported for rendering so that they internally use RGBA
instead. However, B8G8R8X8_SRGB was missing so it wasn't marked as a
renderable format. This patch just adds it.

Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-12-13 14:29:41 +00:00
Neil Roberts
c769efda93 i965: Add MESA_FORMAT_B8G8R8X8_SRGB to brw_format_for_mesa_format
This will be used in a subsequent patch as the format for RGB visuals.

Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Suggested-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-12-13 14:29:38 +00:00
Ilia Mirkin
7752bbc44e gk104/ir: simplify and fool-proof texbar algorithm
With the current algorithm, we only look at tex uses. However there's a
write-after-write hazard where we might decide to, on some path, not use
a texture's output at all, but instead to write a different value to
that register. However without the barrier, the texture might complete
later and overwrite that value.

This fixes Unreal Elemental demo on GK110/GK208, flightgear on GK10x,
and likely other random-looking failures.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
2015-12-12 18:10:16 -05:00
Ilia Mirkin
d35695096d nv50/ir: combine sequences of conversions
In some cases shaders want non-default rounding when converting float to
integer. This can be done in one go, so merge the two ops. This comes up
in the packUnorm4x8 & co functions, as well as a few random shaders.
Overall shader-db impact is minimal, helping a handful of witcher2 and
other misc shaders.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:16 -05:00
Ilia Mirkin
dbca0f3eba nv50/ir: manually optimize multiplication expansion logic
The conversion of 32-bit integer multiplies into 16-bit ones happens
after the regular optimization loop. However it's fairly common to
multiply by a small integer, rendering some of the expansion pointless.

Firstly, propagate immediates when possible into mul ops, secondly just
remove the ops when they are unnecessary.

Including the change to generate imad immediates, the effect is:

total instructions in shared programs : 6365463 -> 6351898 (-0.21%)
total gprs used in shared programs    : 728684 -> 728684 (0.00%)
total local used in shared programs   : 9904 -> 9904 (0.00%)
total bytes used in shared programs   : 44001576 -> 44036120 (0.08%)

                local        gpr       inst      bytes
    helped           0           0        3288           4
      hurt           0           0           0         842

It's easy for this to hurt bytes since we end up always generating the
8-byte form, while we can't always get rid of the immediate in question.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:16 -05:00
Ilia Mirkin
3af83c4bc7 nv50/ir: fix imul emission in the presence of an immediate
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:15 -05:00
Ilia Mirkin
a0b5d5beed nv50/ir: teach post-ra immediate folding into mad about integers
There will usually be a split before the mad op, peer through that and
pick out the right word of the immediate.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:15 -05:00
Ilia Mirkin
ab70ea1353 nv50/ir: add short imad support
Support emission of the short imad, but also include it in the various
logic that tries to make it possible to emit.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:15 -05:00
Ilia Mirkin
6aca7fecb7 nv50/ir: can't have predication and immediates
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
2015-12-12 18:10:15 -05:00
Ilia Mirkin
69e8b476d0 nv50/ir: fix texture grad for cubemaps
We were ignoring the partial derivatives on the last dim.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:15 -05:00
Ilia Mirkin
a27548400e nv50/ir: fix assumption that prog->maxGPR is in 32-bit reg units
On NV50, we use 16-bit reg units (to make it all work with half-regs). A
few places assumed that it was always in 32-bit units.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-12-12 18:10:15 -05:00
Nicolai Hähnle
d640f179d3 gallium/ddebug: regularly log the total number of draw calls
This helps in the use of GALLIUM_DDEBUG_SKIP: first run a target application
with skip set to a very large number and note how many draw calls happen
before the bug. Then re-run, skipping the corresponding number of calls.
Despite the additional run, this can still be much faster than not skipping
anything.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-12-12 15:23:50 -05:00
Nicolai Hähnle
b86d5ccae2 gallium/ddebug: add GALLIUM_DDEBUG_SKIP option
When we know that hangs occur only very late in a reproducible run (e.g.
apitrace), we can save a lot of debugging time by skipping the flush and hang
detection for earlier draw calls.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-12-12 15:23:34 -05:00
Roland Scheidegger
af7ba989fb llvmpipe: fix layer/vp input into fs when not written by prior stages
ARB_fragment_layer_viewport requires that if a fs reads layer or viewport
index but it wasn't output by gs (or vs with other extensions), then it reads
0. This never worked for llvmpipe, and is surprisingly non-trivial to fix.
The problem is the mechanism to handle non-existing outputs in draw is rather
crude, it will simply redirect them to whatever is at output 0, thus later
stages will just get garbage. So, rather than trying to fix this up (which
looks non-trivial), fix this up in llvmpipe setup by detecting this case there
and output a fixed zero directly.
While here, also optimize the hw vertex layout a bit - previously if the gs
outputted layer (or vp) and the fs read those inputs, we'd add them twice
to the vertex layout, which is unnecessary.
And do some minor cleanup, slots don't require that many bits, there was some
bogus (but harmless) float/int mixup for psize slot too, make the slots all
unsigned (we always put pos at pos zero thus everything else has to be positive
if it exists), and make sure they are properly initialized (layer and vp index
slot were not which looked fishy as they might not have got set back to zero
when changing from a gs which outputs them to one which does not).

This fixes the failures in piglit's arb_fragment_layer_viewport group
(3 each for layer and vp).

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2015-12-12 01:59:15 +01:00
Brian Paul
27d5be0b8f svga: avoid emitting redundant SetSamplers() commands
This greatly reduces the number of SetSamplers() commands for some
applications.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
2015-12-11 16:54:58 -07:00
Brian Paul
1291e910d5 svga: avoid emitting redundant SetIndexBuffer commands
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
2015-12-11 16:54:44 -07:00
Brian Paul
71f19dd201 st/mesa: trivial indentation fix 2015-12-11 16:53:20 -07:00
Brian Paul
c877f1aeef util/blitter: minor formatting fixes 2015-12-11 16:53:20 -07:00
Jason Ekstrand
b8425bb1e8 i965/fs: Use the correct source for local memory load offsets
The offset for loads is in src[0].  This was a copy+paste error in the
nir_intrinsic_load/store refactoring.  This commit fixes a segfault in
ES31-CTS.compute_shader.work-group-size.  I have no idea how piglit failed
to catch this...

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93348
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-12-11 13:56:34 -08:00
Kenneth Graunke
fadf378497 i965: Add Gen8+ tessellation control shader state (3DSTATE_HS).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-11 13:11:15 -08:00
Kenneth Graunke
b3c32f5f34 i965: Add Gen7+ tessellation engine state (3DSTATE_TE).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-11 13:11:15 -08:00
Kenneth Graunke
37b0b11cef i965: Add Gen8+ tessellation evaluation shader state (3DSTATE_DS).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-11 13:11:15 -08:00
Kenneth Graunke
86a6eda9bc i965: Add tessellation shader push constant support.
Based on a patch by Chris Forbes.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-11 13:11:15 -08:00
Kenneth Graunke
c59d1b1fd1 i965: Add tessellation shader sampler support.
Based on code by Chris Forbes and Fabian Bieler.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-11 13:11:15 -08:00
Kenneth Graunke
f34c04fda6 i965: Add tessellation shader surface support.
This is brw_gs_surface_state.c copy and pasted twice with search and
replace.

brw_binding_table.c code is similarly copy and pasted.

v2: Drop dword_pitch related fields.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-12-11 13:11:15 -08:00