When wfog support is advertised, unless an orthogonal
projection matrix is detected, w is supposed to be used
instead of z for the fog equation when done in the pixel
shader.
Due to the spec being ambiguous, and tests being incomplete,
it seems we had got things wrong.
New tests confirm the behaviour.
For the explanation we will denote z_vs and w_vs the position
output's z and w channels in the vertex shader, and
z_ps, w_ps the position input z and w channels in the pixel shader.
w_ps = 1/w_vs
z_ps = z_vs/w_vs
In the programmable pixel shader, we used z_ps/w_ps, thus z_vs.
As basically z_vs and w_vs are usually in the same range, we didn't
notice an obvious difference with the correct behaviour.
In the ff pixel shader, we used z_ps for zfog and w_vs else.
z_ps was always used if a programmable vertex shader was detected.
This latter behaviour led to issue
https://gitlab.freedesktop.org/mesa/mesa/-/issues/8341
While using z_ps/w_ps like for programmable ps fixes the issue visually
for the same reason as it did for programmable ps, it breaks
wine tests using XYZRHW. These tests show that when passing
pre-transformed vertices and an orthogonal projection matrix,
z_vs is used, and due to the XYZRHW property, this is not
recovered by the z_ps/w_ps computation (instead z_ps=z_vs).
For the game affected by the issue, the projection matrix set
is not orthogonal.
The direct3D spec indicates that the projection matrix must be
set correctly for fog to work properly, even if we do not use the
transformation pipeline (could be related to xyzrhw, or programmable vs
or both). Previous tests had shown that the projection matrix
has the last two values of the last column tested against 0 and 1,
in order to activate zfog or wfog.
The R500 spec indicates that either z or 1/1/w can be used as source
for the fog computation, but it is not clear whether this is z_vs or
z_ps.
Tests confirmed the intuition that the correct behaviour
is to use z_ps (zfog) when an orthogonal projection matrix is set
(the spec spirit being that in that case z_ps=z_vs),
and 1/w_ps (wfog) else (even if programmable shaders are used).
This patch introduces this behaviour.
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8341
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22583>
FOGTABLEMODE is 2 bits. It could thus
overwrite the part of the ps key reserved
for centroid interpolation.
Fix the size of FOGTABLEMODE and the key
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22583>
Apparently dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_deltazero was
renamed to dEQP-VK.draw.renderpass.inverted_depth_ranges.nodepthclamp_deltazero.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22641>
With the latest changes in opt_algebraic we got f2u32 in the final code
that should be lowered before conversion to assembly.
Fixes: b3685f3ba7
nir/algebraic: insert patterns inside optimizations list
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22640>
It appears to be possible that IDLE is observed before COMPLETE.
In this case, an application may access present_id in subsequent
QueuePresentKHR and race against the fence worker reading present_id.
Solve this by adding a separate signal_present_id that is used when
completing to avoid the race.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22633>
Previously, continue preambles and postambles were added directly to
the CS array which means all BOs were correctly added to the BO list,
and this has been broken recently. IB BOs need to be added to the list.
When a BO isn't added to the list as part of a submission, it might
randomly VM faults.
This fixes VM faults and random GPU hangs on NAVI21 in Mesa CI.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8849
Fixes: 41a9bced31 ("radv: Fill continue preambles and postambles properly.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22625>
Previously zink ignored whether multisampling was enabled and rendered
with mulisampling whenever the target buffer had multiple samples.
This change now will only render with multisampling when it is enabled
and will use a lowering pass to make sure this case is handled correcly.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22626>
This field will store whether multisample is enabled, this is needed to
manage the case where a multisampling buffer is used with multisampling
disabled.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22626>
This key will be 1 when a multisampled buffer is used without
multisampling enabled. This requires a lowering pass.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22626>
when a ms fallback texture is created, it has to actually be a ms texture
in order to be consistent with driver expectations for a given sampler in
a shader
this adds sample querying to both ends of the fallback creation to ensure
that a sample count is passed to the driver
affects:
KHR-GL46.sample_variables.position.fixed.samples_0
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22492>
this is only hit when populating multisampled fallback textures, so
don't assert if it fails since some drivers are able to handle it
d3d12 can't, however, and this should be enough to work around that issue
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22492>
This is likely to have been fixed by 6a39d35df0 ("aco: fix nir_f2u64
translation") (thanks @DadSchoorse!).
Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
vkcts-navi10-valve has the nasty habit on hanging the GPU, so we
introduced an auto-retry... but for every radv job. Let's stop doing
that, and instead limit the auto-retry to vkcts-navi10-valve only.
Additionally, let's increase the number of attempts to 3 (2 retries),
as sometimes, it may still fail and we don't want to flag it as a
fail in nightly runs.
Let's hope we'll get to the bottom of this hang sooner rather than
later, so that we can remove this hack!
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
This will allow us to only enable this feature where we need it.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
It is badly-broken and until someone actually fixes it, it provides
no additional value to other developers.
We'll keep the job around, as a courtesy to the developer that will
be trying to fix it.
Closes: #8799
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
So far we were only considering the number of vertices to draw to
compute the offset in a stream output buffer.
But this is not correct, as it depends on the primitive type too. For
instance, with 4 vertices, if we use a triangle strip primitive, then 2
triangles are generated from those 4 vertices, so 6 vertices will be
captured.
This fixes spec@!opengl es
3.0@gles-3.0-transform-feedback-uniform-buffer-object.
CC: 23.1
Reviewed-by: Emma Anholt <emma@anholt.net>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22607>
VulkanCTS can receive patches from a reference to an upstream commit or by a
file stored in Mesa. Those locally stored patches for VulkanCTS should be
stored in the specific directory for patches with a prefix like skqp does.
The schema of how both sources apply patches has received a slight
modification to resemble each other.
Signed-off-by: Sergi Blanch Torne <sergi.blanch.torne@collabora.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Acked-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22463>
Fixes a pile of
dEQP-GLES31.functional.copy_image.non_compressed.viewclass_32_bits.*
on a6xx gen2 and later.
Fixes: 87978c3933 ("freedreno/a6xx: Allow z24s8 format casts")
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22610>
This lets us follow the Vulkan spec requirements for MSAA line
rasterization, using a width of 1.0 instead of D3D's proscribed
width of 1.4. There's no reason to predicate this on MSAA being
enabled, since quadrilateral lines with a width of 1.0 are actually
the most desired type of line rasterization for Vulkan.
Follow-ups:
- We can probably turn on 'strict lines' when this is supported.
- We should enable the line rasterization mode extension.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22606>