Current tu6_emit_border_color doesn't work for compute and there's no
example from the GL driver to base it on, so replace it with a finishme.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3104>
We can execute it unconditionally and the values computed for disabled
threads won't be used anyway.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3095>
This fixes a bug with NGG that is probably harmless.
Basically, !is_monolithic makes the VS prolog emit
llvm.amdgcn.init.exec.from.input, which sets the EXEC mask to only enable
ES threads. In the NGG non-GS case, the GS threads <= ES threads, so it was
never an issue.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3095>
gcc generates exceptionally bad code for panfrost_pack_work_groups_fused
otherwise ... although that routine is somehow still hot ...
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3067>
lower_mul_2x32_64 generates mul_high opcodes, and lower_mul_high is done by
nir_lower_alu, so call nir_lower_alu after nir_opt_algebraic.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
If for some reason the fence associated with an image doesn't signal,
we're likely in a device lost scenario, we should report that error.
We can't really wait for a given amount of time because we could get a
timeout and that is not a valid error to report for vkQueuePresentKHR,
so just wait forever.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/830
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Was hoping to find potential issues but nothing. Still probably a good
idea.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
I'm honestly unsure what this is for, but it's needed on MFBD systems
for unknown reasons, at least when MRT is actually in use and then
sometimes without MRT (it fixes a blend shader issue on T760?)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Visoso <tomeu.vizoso@collabora.com>
Epilogues are special fixed-function blocks, so they need special
handling for liveness analysis to work completely. This in turns fixes
RA issues for many shaders using MRT.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Visoso <tomeu.vizoso@collabora.com>
The flow is considerably more complicated. Instead of one writeout loop
like usual, we have a separate write loop for each render target. This
requires some scheduling shenanigans to get right.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Visoso <tomeu.vizoso@collabora.com>
This is a branch, like discard, so we need a barrier to make it safe.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Visoso <tomeu.vizoso@collabora.com>
We have to key the blend shader for the render target number due to
writeout silliness.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Visoso <tomeu.vizoso@collabora.com>
This fixes a series of dEQP tests on Raven platforms:
- dEQP-GLES3.functional.fbo.msaa.2_samples.rgba4
- dEQP-GLES3.functional.fbo.msaa.2_samples.rgb5_a1
- dEQP-GLES3.functional.fbo.msaa.2_samples.rgb565
- dEQP-GLES3.functional.fbo.msaa.2_samples.rg8
- dEQP-GLES3.functional.fbo.msaa.2_samples.r16f
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3090>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3090>
V3D can do indirect inputs so we don't need it. Also, the lowering
produces horrible if-ladder code that is particularly bad for geometry
shaders where inputs are always arrays and shader bodies usually have
a loop indexing into them.
This fixes a couple of geometry shader tests in CTS that would fail to
register allocate otherwise.
There are no changes in shader-db.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
With geometry shaders the number of emitted primitived is decided
at run time, so we cannot precompute it in the CPU and we need to
use the PRIMITIVE_COUNTS_FEEDBACK commands to have the GPU provide
the number like we do for the number of primitives written to
transform feedback. This may have a performance impact though, since
it requires a sync wait for the draw to complete, so we only do
it when geometry shaders are present.
v2: remove '> 0' comparison for ponter type (Alejandro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
When geometry shaders write a value to gl_Layer that doesn't correspond to
an existing layer in the target framebuffer the rendering behavior is
undefined according to the spec, however, there are CTS tests that trigger
this scenario on purpose, probably to ensure that nothing terrible happens.
For V3D, this situation is problematic because the binner uses the layer
index to select the offset to write into the tile state data, and we only
allocate tile state for MAX2(num_layers, 1), so we want to make sure we
don't produce values that would lead to out of bounds writes. The simulator
has an assert to catch this, although we haven't observed issues in actual
hardware it is probably best to play safe.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
When doing layered rendering the binning stage will prepare per-tile
lists for each layer in the framebuffer, so we need to make sure
we allocate enough space for them .
We also need to emit the NUMBER_OF_LAYERS packet. This is required
even when the number of layers is only 1, otherwise the simulator
detects buffer overflows in the tile_state BO during some CTS test
cases involving layered FBOs.
When rendering, we need to emit commands for each layer of the
framebuffer separately and make sure we address the correct layers for
each one.
v2: fixed typo in comment (Alejandro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
For layered rendering we need to emit per layer rendering commands
lists so we we can end up requiring a fairly large buffer for this
if the number of layers is large enough.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
OES_geometry_shader introduced the concept of layered framebuffers.
Removing this assertion gets a bunch of CTS tests to pass. We will
also need layered images to implement layered rendering with geometry
shaders.
v2: fix typo in commit message (Alejandro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>