Commit graph

19 commits

Author SHA1 Message Date
Eric Anholt
dfff9ce45e broadcom/vc5: Fix scheduling for a non-SFU R4 write after a dead R4 write.
The v3d_qpu_writes_r*() were only checking for fixed-function accumulator
writes, not normal ALU writes to those regs.

Fixes fs-discard-exit-2 on simulation (but not HW).
2017-11-07 12:57:49 -08:00
Eric Anholt
4d2619a6b3 broadcom/vc5: Stop lowering negates to subs.
In the case of fneg(0.0), we were getting back 0.0 instead of -0.0.  We
were also needing an immediate 0 value for ineg, when there's an opcode to
do the job properly.

Fixes fs-floatBitsToInt-neg.shader_test.
2017-10-30 13:31:28 -07:00
Eric Anholt
e717e3e7cd broadcom/vc5: Add lowering for txf_ms to a txf on a 2x2-scaled texture.
The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.

This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
2017-10-30 13:31:27 -07:00
Eric Anholt
125f2a751e broadcom/vc5: Lower unpack_*_4x8 to normal math.
We only have 2x16 unpacking in our ALUs.  To enable this, we also need
lower_fdiv for its new instructions, which had been handled at a higher
level previously.
2017-10-30 13:31:16 -07:00
Eric Anholt
eecdbaa985 broadcom/vc5: Add PIPE_TEX_WRAP_CLAMP support for linear-filtered textures.
I already had the texture's wrapping set up to use different behavior for
nearest or linear, so we just needed to saturate the coordinates in linear
mode to get the "proper" blend between the edge and border values.
2017-10-30 13:31:16 -07:00
Eric Anholt
48615d1ead meson: Fix vc5 deps on the XML-generated headers.
I typoed and was depending on v3d_xml.h (the gzipped xml)_, not on the
v3d_packet_v33_pack.h that the compiler and QPU packing actually use.
2017-10-20 17:16:00 -07:00
Eric Anholt
07bfdb478b broadcom/vc5: Propagate vc4 aliasing fix to vc5.
See e5fea0d621
2017-10-20 17:09:47 -07:00
Eric Anholt
9b5fa214f4 broadcom/vc5: Use SETMSF to handle discards.
A bit of spec text suggested that (like vc4) condition codes should be
used for discards, and the simulator was fine with it, but the 7268
disagrees and you have to use SETMSF instead or the color comes through.
Fixes glsl-fs-discard-01 and many of the interpolation-with-clipping
tests.
2017-10-20 15:59:41 -07:00
Eric Anholt
a48a38937c broadcom/vc5: Set the snorm/unorm packing functions to be lowered.
We don't have native instructions for them, so set up the lowering.  Once
we support the bfi instructions that get generated, they should start
actually working.
2017-10-20 15:59:41 -07:00
Jason Ekstrand
59fb59ad54 nir: Get rid of nir_shader::stage
It's redundant with nir_shader::info::stage.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2017-10-20 12:49:17 -07:00
Eric Anholt
4f3e380fa0 meson: Add support for the vc5 driver.
v2: Default vc5 to off, since it requires the simulator currently.  Add
    missing dep on the XML generation from libbroadcom_vc5.

Reviewed-by: Dylan Baker <dylan@pnwbakers.com> (v1)
2017-10-17 13:41:59 -07:00
Eric Anholt
20b91cd568 broadcom/vc5: Don't pair VPMSETUP with other peripheral access.
The specs don't say you can't, but pairing it with an SFU write on the
7268 breaks all our simple shader tests using gl_MVP * gl_Vertex.
2017-10-12 10:41:09 -07:00
Eric Anholt
4b7de2a360 broadcom/vc5: Add support for f32 render targets.
The TLB write code is getting ugly and needs a refactoring (that will
hopefully handle TLBU uniform coalescing as well).
2017-10-10 11:42:06 -07:00
Eric Anholt
dc25a83a7a broadcom/vc5: Start hooking up multiple render targets support.
We now emit as many TLB color writes as there are color buffers.
2017-10-10 11:42:05 -07:00
Eric Anholt
361c5f28bd broadcom/vc5: Fix handling of interp qualifiers on builtin color inputs.
The interpolation qualifier, if specified, is supposed to take precedence
over glShadeModel().
2017-10-10 11:42:05 -07:00
Eric Anholt
732a3a72cb broadcom/compiler: Set up passthrough Z when doing FS discards.
In order to keep early-Z from writing early in a discard shader, you need
to set the "modifies Z" bit in the shader state (which the new
prog_data.discards will indicate).  Then, in the shader we do a TLB write
to make Z passthrough happen (the QPU result is ignored, so we use a NULL
source).
2017-10-10 11:42:05 -07:00
Eric Anholt
4c4fbab345 broadcom/compiler: Don't forget the discard state on TLB Z writes.
We don't want to write Z for discarded fragments.
2017-10-10 11:42:05 -07:00
Eric Anholt
84939552d0 broadcom/compiler: Use defines instead of magic values in TLB write setup. 2017-10-10 11:42:05 -07:00
Eric Anholt
ade416d023 broadcom: Add VC5 NIR compiler.
This is a pretty straightforward fork of VC4's NIR compiler to VC5.  The
condition codes, registers, and I/O have all changed, making the backend
hard to share, though their heritage is still recognizable.

v2: Move to src/broadcom/compiler to match intel's layout, rename more
    "vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts
    with vc4, use new v3d_debug header, add compiler init/free functions,
    do texture swizzling in NIR to allow optimization.
2017-10-10 11:42:04 -07:00