Add the missing stub in the decoder for it, so we can decode indexed
draws instead of reading back garbage, and fill in some known unknowns
in the structure.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
Now that we have layout and tiling code that can handle block-compressed
formats, including the non-square blocks found with some ASTC formats,
we can advertise ASTC formats. Passes dEQP-GLES3.*astc* which
exercises everything here. (These tests passed before by decompressing
the textures to RGBA8 UNORM in the frontend, but it's much more
efficient to use real ASTC textures as done here.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
I'm not sure why we need to set this magic bit, but this fixes the
non-depth_component portion of
dEQP-GLES3.functional.texture.format.sized.*, e.g
dEQP-GLES3.functional.texture.format.sized.cube.srgb_rg8_pot
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
Move tiling.c into ail, using ail data structures and helpers to manage
the tiling. This fixes a staggering number of issues with the tiling
routines:
* NPOT block sizes defeatured. The hardware only supports POT block
sizes. There's no need to handle anything else.
* Use ail to determine tile sizes, instead of the broken
agx_select_tile_shift routine that didn't work for non-square tile
sizes (for instance).
* Handle up to 128x128 tiles, as required by 8bpp textures.
* Handle non-square tiles. If the block size is not a multiple of 4, the
tile size will be of the form 2n x n. This is easy with the ail_tile
data structure, but not possible architecturally with
agx_select_tile_shift. This is required for 16bpp and 64bpp textures.
* Express in terms of elements instead of pixels, using unit
suffixes to make the dimensional analysis obvious. In particular this
handles tiling of block-compressed textures by tiling the blocks
themselves. This is required for block-compressed textures (internally handled
like smaller 64bpp textures).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
The ASTC enum only encodes the block width/height. By contrast the
LDR/HDR/sRGB distinction is encoded as UNORM/Float and via the sRGB bit.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
We won't be implementing AGX compression for a while, but this gets some
unknowns out of the way when looking at dumps from Metal that use it.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
Unnecessary rename that breaks forward compatibility... but Apple says
this is just NULL. Do the simpler thing. Note that the argument is a
mach_port_t, which is a natural_t == uint32_t in userspace... even
though it's a pointer in the kernel. Although Apple's docs claim that
kIOMasterPortDefault is NULL, it's really just 0.
../src/asahi/lib/agx_device.c:290:35: warning: 'kIOMasterPortDefault' is deprecated: first deprecated in macOS 12.0 [-Wdeprecated-declarations]
IOServiceGetMatchingService(kIOMasterPortDefault, matching);
^~~~~~~~~~~~~~~~~~~~
kIOMainPortDefault
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18121>
Setting this bit (at the batch level, not the draw level!) switches to
[-1, 1] clipping instead of Metal's preferred [0, 1] clipping. Using
this bit allows us to drop the clip_halfz lowering we had before, saving
2 instructions in every vertex shader.
Fixes dEQP-GLES2.functional.depth_range.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17948>
Instead of using driver_location magic and hoping things work, make the
linkage between vertex and fragment shaders explicit. Thanks to the
coefficient register mechanism reverse-engineered and documented earlier
in this series, this does not require any shader keys to support
separable shaders. It just requires that we regenerate the coefficient
register binding tables at draw time, based on the varying layouts
decided by the compiler independently for the VS and FS. This is more
robust in the face of separate shaders.
This also gets us glProvokingVertex() support without shader keys.
After that, we don't need any of the remapping prepasses. For fragment
shaders, any old mapping will do, so we can assign coefficient registers
as we go (based on what the program actually uses, not nir_variable
information that might be stale by this point). We do want to cache
coefficient registers, particularly for fragcoord.w which is used for
perspective interpolation everywhere.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Lots of changes from reverse-engineering harder the interactions with
fp16 and noperspective and such, and comparing against the PowerVR
driver code in Mesa that's been released since this XML was
originally written.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
A number of structures encode their size, but we were ignoring it just
for this fragment pipeline bind. Fix that.
This fix might also apply to bind vertex pipeline. Unsure.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Although these are similar data structures, they are not identical and
trying to cover both in the same struct is causing problems with
aliasing. Split them out to get a more accurate representation.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
The counts for textures/samplers are specified in the bind
texture/sampler packets. What's in the bind pipeline appear to be...
hints? of some kind? It's a direct function of the numbers of textures
and samplers, but much more coarse. Unknown purpose.
This should be correct for up to 48 textures and at least 8 samplers.
For more than 48 textures, Metal switches to a "bindless" mode, where
the textures are instead bound with a bind uniform packet, ts* is no
longer read in the shader, and instead registers and immediates are used
to index the texture with a substantial preshader. Details TBD. We don't
need to worry about that for a long while, though.
Fixes a number of dEQPs.
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_vertex,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_vertex,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.array_in_struct.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.array_in_struct.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.array_in_struct.sampler2D_samplerCube_vertex,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_vertex,Crash
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
This confirms the actual size of the texture descriptor -- 24 bytes.
The last 8 bytes have so far only been zeroed. It also confirms we got
the sampler descriptor size right.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Add a library that wraps the key IOKit entrypoints used in the macOS
UABI for AGX. Our wrapped routines print information about the kernel
calls made and dump work submitted to the GPU using agxdecode. This code
has two major use cases:
1. Debugging Mesa, particularly around the undocumented macOS
user-kernel interface. Logs from Mesa may compared to Metal to check
that the UABI is being used correcrly.
2. Reverse-engineering the hardware, using this as glue to get at the
"interesting" GPU memory.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Validate all the new expectations and print all the fields. This should
make differences between the drivers obvious, I hope.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This should clarify a few things I didn't get independently
investigating the interface. Of coruse, I got other pieces... the sum of
the parts is better :-)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This is simple and corresponds directly to the Metal inputs. However,
the alignment is a bit tricky, so let's add formal XML for it.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
...used internally with visibility tests, together with a weird
vertex/compute-like shader used to zero the visibility buffer.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Aka occlusion queries. There is an annoying limitation in the hardware
(reflected in Metal) that only a single buffer may be bound per render
pass, with the per-draw settings merely specifying an offset.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
This adds the remaining XML. I don't know how much of this is correct,
but it nominally accounts for every byte. So there shouldn't be more
surprises in the command buffer after this.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
Context switching is so broken. Just trying to get closer. Adding some
XML here to see if we're missing something else obvious.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>