When executing for a single primitive, the mask has only one active
lane, however the vertex emit emits for all the lanes, pass in
the active mask and write the excess lanes to the overflow slot.
Fixes:
glsl-1.50-gs-max-output -scan 1 20
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5555>
The current code runs primitives per invocation, but the spec wants
invocations per primitive. However it means having to flush
after each invocation to get correct XFB behaviour
Fixes:
GTF-GL41.gtf40.GL3Tests.transform_feedback3.transform_feedback3_geometry_instanced
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5555>
For correct XFB queries all streams must get primitive lengths
recorded. This allocates larger memory for per-stream lengths
and the shader write into them.
Fixes:
GTF-GL41.gtf40.GL3Tests.transform_feedback3.transform_feedback3_streams_queried
GTF-GL41.gtf40.GL3Tests.transform_feedback3.transform_feedback3_streams_overflow
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5555>
There may be non-stream 0 emitted primitives that have to be processed.
Fixes:
KHR-GL42.transform_feedback_overflow_query_ARB.multiple-streams-one-buffer-per-stream
KHR-GL42.transform_feedback_overflow_query_ARB.multiple-streams-multiple-buffers-per-stream
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5555>
This set of checks matched the "access" list in u_format_table.py that
controls initializing this this function pointer, so just use the function
pointer.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5728>
The switch statement is silly, we have a helper to detect all of Z/S.
And, take the time explain why all of Z/S tile writing is unimplemented.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5728>
There's no need to go to all this trouble of setting up 16-byte vectors to
pack/unpack our 32-bit values, memcpy is really good at moving 4 bytes
around.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5728>
If we clear depth only texture via glClearTex(Sub)Image it may cause:
../src/intel/blorp/blorp_genX_exec.h:1554: blorp_emit_surface_states: Assertion `params->depth.enabled || params->stencil.enabled' failed.
due to clear_depth_stencil calling blorp_clear_depth_stencil when
depth is already fast-cleared and there is no stencil.
Fixes piglit test: arb_clear_texture-depth
Fixes: 51638cf18a
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5770>
In some places in SWR cod objects are initialized using
memset/memcpy. This is usually done to enable
allocating those objects in aligned memory.
It generates compilation warnings though,
which are worked around by casting the pointers to void*
before calling memset/memcpy.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5777>
For example only some UCPs may be used by the shader, triggering asserts
that too many consts are being uploaded.
While we're at it, also fix the const size when loading UCPs, since
otherwise it doesn't correspond to what the shader is actually using.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5752>
V3D has a bit to set the line caps to be perpendicular to the line
rather than aligned to the edges of the framebuffer. I don’t know what
the disadvantages are of enabling this, but I noticed by experimentation
that enabling line smoothing on the Intel driver also enables nicer line
caps, so it seems nice to enable it here too.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5624>
When line smoothing is enabled, the driver now increases the width of
the line so that it can add some semi-transparent pixels to either side
of the line. A lowering pass is added which modifies the alpha component
of every write to fragment output 0 so that if the fragment is outside
the width of the line then the alpha is reduced. It additionally
discards fragments that are completely invisible. It might seem bad to
use discard on a tiled renderer but the assumption is that any bad
effects from using discard will also happen anyway because of enabling
alpha blending.
v2: Disable the line smoothing pass entirely when the framebuffer
contains an integer colour output or one with no alpha channel.
Calculate the coverage once upfront and store in a global variable
instead of calculating each time an output write is modified. Also
do the conditional discard once upfront.
v3: Don’t check whether the output buffer has an alpha channel. Only
look at output 0. Use aa_line_width intrinsic instead of calculating
the real line width in the shader. Clamp the coverage as part of the
global variable, not per output write.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5624>