we can generate 32-bit scalar inverse_ballots from the boolean reduce lowering
which will blow up when trying to lower the resulting inverse_ballot with the
common lowering. but the assert can be quieted just fine.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28993>
this is the lowering from NAK, fixed up for common code. the existing code is
used for boolean scan/reduce. I make no guarantee that this works for subgroup
sizes other than 32.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28993>
this will be useful for AGX, which has many reductions (but not all) in
hardware with the logic too backend-specific to encode with bitflags.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28993>
Since commit 7d9ea77b45 ("glx: add automatic zink fallback loading between hw
and sw drivers"), zink could be tried as a fallback. It'd better silence
if the zink loading is implicit and on fail as what commit 4cc975c6e9 ("glx: silence
more implicit-load zink errors") has done. But there seems to be one
left bebind, which is spit when building swrast but no zink with -Dglx=dri.
v2: plumb the flag through from egl/glx to the loader (zmike)
Signed-off-by: Luc Ma <luc@sietium.com>
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28970>
This was broken for GFX11 (s_waitcnt encoding changed) and s_waitcnt_vscnt
(waited for vm/lgkm/exp to be 0).
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28981>
v2: Save and restore fp_fast_math. Suggested by Georg and Ivan.
v3: Add a message to the static_assert.
Fixes: 750bd9757e ("spirv: gather some float controls bits per instruction")
Reviewed-by: Ivan Briano <ivan.briano@intel.com> [v2]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v2]
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29091>
For some reason, flat shading on T604 does not work when using auto32 varyings
type.
This commit introduces a quirk for T60x, and some plumbing in pan_nir, allowing to
explicitely use appropriate types, rather than always using .u32 for flat shading.
Backport-to: 24.1
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10632
Signed-off-by: Alexandre Marquet <tb@a-marquet.fr>
Reviewed-by: Eric R. Smith <eric.smith@collabora.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28146>
jpeg version 2 and higher support yuv440 decode
v2: fix ci error to handle PIPE_VIDEO_CHROMA_FORMAT_440 in switch statement
Signed-off-by: Sathishkumar S <sathishkumar.sundararaju@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28866>
Replace shader_info::source_sha1 with shader_info::source_blake3 in compiler, mesa and radeonsi.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28156>
I have no idea why I've added it in the first place, but it's causing dead
code warnings to appear with newer rustc versions, so remove it.
Fixes: 7f77f91929 ("rusticl/icd: split Arc part out of CLObject into new trait")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29120>
This lowering is applied only for vertex and geometry shaders. So detect
earlier this situation and do not go ahead with other shader.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29102>
In the past where backends had to deal with nir_register we needed
a specific path for them here because nir_def_components_read only
worked on ssa defs, but now that we got rid of nir_register we
only have nir_def and we don't need to go out of our way to do this
and we can just always use nir_def_components_read.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28978>
This is similar to what we do for textures where we program a number
of channels matching the number of componentes actually read by the
shader.
Makes tests like dEQP-VK.image.load_store.with_format.2d.r32_uint
drop from 18 instructions to 14 by emitting a single ldtmu instead
of 4.
From dEQP-VK.image.load_store.*:
total instructions in shared programs: 12681 -> 12093 (-4.64%)
instructions in affected programs: 4866 -> 4278 (-12.08%)
helped: 256
HURT: 0
helped stats (abs) min: 1 max: 4 x̄: 2.30 x̃: 2
helped stats (rel) min: 4.76% max: 25.00% x̄: 12.35% x̃: 11.11%
95% mean confidence interval for instructions value: -2.40 -2.19
95% mean confidence interval for instructions %-change: -12.99% -11.71%
Instructions are helped.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28978>
Some shaders use N textures but not bind these in consecutive
slots, so then we find texture accesses to indices that exceed the
number of textures and we assert crash. This happens with various
shaders from shader-db.
Fix that by looking at the largest binding used in the shader
and using that as the number of textures used.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28978>
Since 68c54c994a glsl_get_length returns the number of
vector elements for vectors, which is not what we want here.
This was causing us to blow up the number of output variables
during shader-db runs, causing all kinds of problems.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28978>
If a shader has too may outputs overflowing the array may
overwrite other pieces of state, which can then be tricky to
debug.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28978>
Note: This change doesn't actually affect dozen a it uses
vk_shader_module_to_nir() so caps will be exposed based on Vulkan
features rather than the manual table.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Iván Briano <ivan.briano@intel.com>
Acked-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28905>