This seems to be an architectural constraint. Ensure that RA satisfies
it, because otherwise we're left with mysterious fails.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
We need to get a matching coefficient register and change the encoding
of the iter instruction slightly, but otherwise this is normal.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Unlike Mali (where I borrowed the old names from), these are not loads
in the memory sense. They are simply register loads and arithmetic.
Rename accordingly, using PowerVR names and public Apple names as a
guide.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
For perspective-correct interpolation, the W coefficient register is
needed. Instead of hardcoding this to cf0 and special casing, model this
in the IR and let the general handling kick in.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
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>
Now that we've fixed the binding XML, it's obvious how to bind lots of
uniforms in a single record. This is simpler and more efficient.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Typo in the handwritten packing code, oof!
Fixes incorrectly repeated shadows in Neverball (among many other bugs,
I assume). Huge thanks to Lina for the idea that this was the
bug -- fixing it was a breeze from there :-)
Fixes: 9f55538834 ("agx: Pack texture ops")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Suggested-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Varying interpolation is quite involved in the hardware. Now that I
understand how it works, add some documentation. This documentation is
too long and uses too much fancy formatting to put inline with the XML,
so put in our external documentation space.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Adds a meson build file for compiling GLSL compute shaders and a file with helpers for common acceleration structure build functionality.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17028>
Just a copy of the non SPIR-V version that creates the shader module from SPIR-V.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17028>
Now that we always use LBVH this is not useful anymore.
In the future, when we have more options, we will use a different approach.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17028>
The native path is not faster and float atomics won't be supported by
ancient glslangValidator versions, so just get rid of it.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17028>
Moves radv_acceleration_structure from radv_private to radv_acceleration_structure.
If we already have a acceleration structure header, we can also use it instead of radv_private.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17028>
Moves all the acceleration structure structs to bvh/bvh.h so that thay can be used in build kernels.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17028>
This includes the new timeout fixes so that tests that throw lots of debug
don't delay the timeout triggering, and the fraction vs shuffling behavior
change so that "--fraction 2" doesn't just skip every other test as it
appears in the caselist (every vertex shader variant, for example).
The fraction vs shuffling change does mean we see some different fails on
some drivers now.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17876>
These got split out from gl4[3456]-master a while back, so we were missing
coverage in CI.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17876>
uadd_carry returns 1 or 0, so ANDing with 1 is unnecessary. Probably
this was implemented thinking that it was returning a boolean value.
shader-db results for V3D:
total instructions in shared programs: 12463571 -> 12462964 (<.01%)
instructions in affected programs: 28994 -> 28387 (-2.09%)
helped: 110
HURT: 1
total uniforms in shared programs: 3704591 -> 3704588 (<.01%)
uniforms in affected programs: 247 -> 244 (-1.21%)
helped: 3
HURT: 0
total max-temps in shared programs: 2148138 -> 2148117 (<.01%)
max-temps in affected programs: 729 -> 708 (-2.88%)
helped: 23
HURT: 2
total sfu-stalls in shared programs: 21230 -> 21232 (<.01%)
sfu-stalls in affected programs: 0 -> 2
helped: 0
HURT: 2
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17903>
cull_small_primitive will now allow the caller to pass an
SSA def that it will use to determine if the primitive was
initially rejected.
This allows ACO to remove an s_branch instruction from every
NGG culling shader.
Fossil DB stats on Navi 21:
Totals from 60918 (45.16% of 134906) affected shaders:
CodeSize: 160086644 -> 159355824 (-0.46%); split: -0.46%, +0.00%
Instrs: 30477916 -> 30356092 (-0.40%); split: -0.40%, +0.00%
Latency: 139587915 -> 139611487 (+0.02%); split: -0.00%, +0.02%
InvThroughput: 21184261 -> 21184346 (+0.00%)
Copies: 2762930 -> 2702024 (-2.20%); split: -2.20%, +0.00%
Branches: 1236970 -> 1176052 (-4.92%)
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17919>
OpenGL API calls like glClearBufferData() result in mapping/unmapping
of a given buffer by Mesa and unmapping of a host blob fails in
virglrenderer because VirGL driver uses command that is intended for
unmapping of a guest buffer. In particular this causes problem for the
"Total War: Warhammer" game that gets GL_OUT_OF_MEMORY error due to the
failed unmapping command. Fix this by setting the mapping usage flag in
accordance to the resource flags, allowing virgl_buffer_transfer_unmap()
to differentiate host buffer from guest.
Fixes: 3b54e5837a ("virgl: support PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT")
Signed-off-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17914>