This changes instances of d3d12_varying_info to d3d12_varying_info*,
significantly reducing the size of the d3d12_shader_key,
d3d12_gs_variant_key, and d3d12_tcs_variant_key.
Associated changes to key fill, compare, hashing, and gs and tcs variant
maps significantly reduce the amount of time spent clearing and
comparing memory.
The biggest win here is not having to re-zero _or_ re-fill varyings in
d3d12_fill_shader_key, validate_geometry_shader_variant, and
validate_tess_ctrl_shader_variant.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21527>
The shader key structure is quite large and memsetting it to zero to be
able to create or often simply find an existing shader is responsible
for a large portion of CPU usage during benchmarks.
This change is more surgical about what, when, and how things get
cleared.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21247>
It appears that only softpipe, llvmpipe, and d3d12 hit any of this
code. If some NIR-to-TGSI driver that doesn't have native integers
(e.g., i915 or r300) wants to use this path in the future, it should be
easy to add float32 support.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20869>
It is invalid to have Boolean variables as either shader inputs or
outputs, so there is no point to try to lower them in general. The only
use for this was some two-phase lowering of
nir_intrinsic_load_front_face that could be done in a single phase.
Create the SYSTEM_VALUE_FRONT_FACE as a uint and compare it with zero at
the same time.
No shader-db or fossil-db changes on any Intel platform.
v2: Remove dxil_nir_lower_bool_input from dxil_nir.h and drop it from
the other caller in the spirv_to_dxil codepath. Noticed by Jesse. Fix
setting bit size when loading SYSTEM_VALUE_FRONT_FACE. Caught by CI.
v3: Use nir_ine_imm. Change type of gl_FrontFacing GS output in
d3d12_nir_passes from Boolean to integer. Both suggested by Jesse.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15121>
I think I got all the drivers that need updating. This is only
necessary in drivers that support GLSL 4.00 / GL_ARB_gpu_shader5 and
have PIPE_CAP_TEXTURE_GATHER_OFFSETS = 0.
v2: Don't (accidentally) condition tg4 offsets lowering on tex rect
lowering. Noticed by Qiang.
v3: Add missing bool() cast.
v4: don't use designated initializers
Fixes: 640f909862 ("glsl: add _texture related sparse texture builtin functions")
Closes: #6365
Tested-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16547>
For platforms where there's no validator available, leave the field zero-initialized
to let the DXIL backend choose whatever target validator version it wants.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
We currently have two implementations of the same logic. Let's pick
the d3d12 one, move it to dxil_nir.c and let nir_to_dxil() call it
when appropriate.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
Looks like some hardware needs this info in the shader to match the
topology. Since there's no spot in the shader info for it, we're
currently using the array size of the TCS input vars to store it.
Cc: mesa-stable
Reviewed-by: Paul Dodzweit <paul.dodzweit@amd.com>
Tested-by: Paul Dodzweit <paul.dodzweit@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16920>
Apparently we were only keying off the presence of a real stipple pattern
being set, and completely ignoring when the app does glDisable().
Add in the actual enable bit as an additional discriminator to determine
if we should be doing polygon stippling.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16254>
This controls the whole lowering of "make tex ops with implicit
derivatives on non-implicit-derivative stages be tex ops with an explicit
lod of 0 instead", but it's really hard to describe that in a git commit
summary.
All existing callers get it added except:
- nir_to_tgsi which didn't want it.
- nouveau, which didn't want it (fixes regressions in shadowcube and
shadow2darray with NIR, since the shading languages don't expose txl of
those sampler types and thus it's not supported in HW)
- optional lowering passes in mesa/st (lower_rect, YUV lowering, etc)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16156>
When we don't have a good dxcompiler.dll that we can load IDxcLibrary
from to help with diagnostics, we currently return true for validation
even if the validation actually failed.
Let's fix that, and also add a debug-message explaining what went wrong
for those who are debugging and wondering what's up.
Fixes: 2ea15cd661 ("d3d12: introduce d3d12 gallium driver")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15744>
This avoids undefined behavior in some cases, and in the case
where the new output varying is actually a sysval like viewport
index, the DXIL validator will require it to be written.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
Turn the context state and shader key into a bitmask. When lowering
the depth invert into the shader, scan for writes to viewport index.
If found, move position to the end of the function (or current vertex)
and check if the current viewport needs the depth invert before applying.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>