Added support for avx512 scatter instruction. Non-avx512 will
now call into a C function to do the scatter emulation.
This has better jit compile performance than
the previous approach of jitting scalar loops.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
This move gets us back to parity with global manager
in that we can dump render context buckets now.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
In most cases this is not needed because the usual is that when a
separate stencil is written, the parent resource is also written.
This is needed if we have a separate stencil, no depth buffer, and the
source and destination is the same, as in that case the stencil can be
updated, but not the parent source (like if you are blitting only the
stencil buffer). On that situation, the following access to the
stencil buffer would clear the stencil buffer (so overwritting the
previous blitting) cleared because the parent source has
v3d_resource.writes to 0.
As far as I see, that situation only happens with the
GL_DEPTH32F_STENCIL8 format.
Note that one alternative would consider that if the separate_stencil
has been written, the parent should also be considered written (and
update its "writes" field accordingly). But I found this patch more
natural.
Fixes the following piglit tests:
spec/arb_depth_buffer_float/fbo-stencil-gl_depth32f_stencil8-blit
spec/arb_depth_buffer_float/fbo-stencil-gl_depth32f_stencil8-copypixels
the latter regressed when internally glCopyPixels implementation
started to use blitting. So:
Fixes: 131d40cfc9 ("st/mesa: accelerate glCopyPixels(STENCIL)")
Reviewed-by: Eric Anholt <eric@anholt.net>
This patch decouples radv_shader.h from any LLVM dependency.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In fact, the description of the workaround states that the mask field
doesn't work correctly on gen10, and we need to set it to 0xffff even we
we only want to update a single field:
"The mask bits are not implemented properly on 3DSTATE_3D_MODE. Driver
must always program bits 31:16 of DW1 a value of 0xFFFF. This means
if it is only updating 1 field, it must update all the fields to the
correct value."
So unless we want to change any of the fields of 3DSTATE_3D_MODE,
there's not need to emit. Additionally, it seems this workaround is not
required on gen11. And last but not least, this workaround is not
implemented on iris or anv, and it doesn't seem to be missed there.
So let's just remove the whole thing.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We accidentally started copying a full 64-bit value rather than copying
a 32-bit offset and zeroing the top 32-bits. This caused us to compute
bogus vertex counts which could lead to GPU hangs in some cases.
Thanks to Clayton Craft for catching the regressions!
Fixes: 0e24d10ff5 ("iris: Use gen_mi_builder to handle CS ALU operations.")
It's kind-of an anomaly that the Intel drivers are still treating
gl_FragCoord as an input. It also makes zero sense because we have to
special-case it in the back-end.
Because ANV is the only user of nir_lower_wpos_center, we go ahead and
just update it to look for nir_intrinsic_load_frag_coord as part of this
patch.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This fixes glsl-fcoord-invariant-pass.shader_test on drivers that set
GLSLFragCoordIsSysVal which includes radeonsi among others.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Seems like RB_BLIT_SCISSOR needs to be aligned to (minimum?) tile size.
Fixes intermittent GPU hangs triggered by some of the three.js samples
on https://threejs.org/
Signed-off-by: Rob Clark <robdclark@chromium.org>
fishgl.com has a shader which does roughly:
foo = texture(...);
if (bar)
foo = texture(...);
after lowering phi webs to regs we end up w/ a vec4 reg (array). But
since it was not an indirect access, we try to skip the extra mov. This
results that the per-component fanout (split) meta instructions store
directly to the reg (array). Which doesn't work out in RA.
Signed-off-by: Rob Clark <robdclark@chromium.org>
0.45 has a few annoying bugs (like the one in !358 [1]), and 0.46 is
well over a year old by now, so let's move to it.
[1] https://gitlab.freedesktop.org/mesa/mesa/merge_requests/358
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Arcturus CHIP enum is less than Navi10, since it's still gfx9,
but its VCN version belongs to VCN2.x
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
different internal registers offset from previous HW
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Init graphic shader Only when PIPE_CAP_GRAPHICS is true.
Signed-off-by: James Zhu <James.Zhu@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Now that helgrind is less upset and I've completed many successful
full shader-db runs, we should be able to enable freedreno shader-db
runs for Mesa checkins on the tiny public shader-db.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Even if the data race wasn't real (I'm not great at reasoning about
this), helgrind is a nice enough tool that keeping noise out of it is
probably worthwhile. Besides, typing out the numbers keeps the data
in the read-only data section instead of emitting code to initialize
it every time.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Shaders are shared across contexts in gallium (part of making it so
that you get shader compile at link time, for shader-db and to reduce
compiles at draw time). So, we need to protect from variant creation
for a shader from multiple threads at the same time.
Reviewed-by: Rob Clark <robdclark@gmail.com>
There is a single ir3_compiler in the screen, and each context may be
compiling ir3 shaders, which call ir3_create. ralloc doesn't do any
locking on its own, so eventually you can end up racing to break
ralloc's linked lists.
We really don't want struct ir3 to live as long as the compiler (maybe
struct ir3_shader's lifetime, if anything), so you'd better be freeing
it anyway.
Fixes: 8fe2076243 ("freedreno/ir3: convert over to ralloc")
Reviewed-by: Rob Clark <robdclark@gmail.com>
If the variable's going to be static, we shouldn't be memsetting it
from every thread and instead just have it in the data section.
Reviewed-by: Rob Clark <robdclark@gmail.com>
On Haswell, the format works but it doesn't properly do an sRGB decode.
It appears to act identically to R8G8B8_UNORM. Only Vulkan uses this
format so this only affects Vulkan on HSW.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
To select the correct layer the z-coordinate must be rounded before it
is multiplied by six.
Fixes a number of tests out of
dEQP-GLES31.functional.texture.filtering.cube_array.formats.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
v2: Eric's nits
v3: Reuse timespec utils (Daniel)
Deal with ppoll being interrupted by a signal (Daniel)
v4: Remove unnecessary time check
v5: Deal with EAGAIN from wl_display_prepare_read_queue() (Daniel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com> (v2)
Reviewed-by: Daniel Stone <daniels@collabora.com>
Copied from Weston, upon Daniel's suggestion
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Suggested-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
For now, this keeps the "100 bytes" allocation; we can try to figure out
the correct size as a follow up.
Suggested-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It causes issues on GFX10.
This fixes rendering issues with vkmark and Wreckfest at least.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl
This might happen when a pipeline doesn't define the vertex input
state, so the buffer data format is 0 (aka INVALID).
This fixes crashes when compiling some shaders on GFX10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Seems to fix some hair artifacts in Max Payne 3:
https://github.com/daniel-schuermann/mesa/issues/76
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Fixes: f4e499ec79 ('radv: add initial non-conformant radv vulkan driver')
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>