This commit moves us to an instruction based model rather than a
register-based model for indirects. This is more accurate anyway as we
have to emit instructions to resolve the reladdr. It's also a lot simpler
because it gets rid of the recursive reladdr problem by design.
One side-effect of this is that we need a whole new algorithm in
move_uniform_array_access_to_pull_constants. This new algorithm is much
more straightforward than the old one and is fairly similar to what we're
already doing in the FS backend.
Now that we have MOV_INDIRECT opcodes, we have all of the size information
we need directly in the opcode. With a little restructuring of the
algorithm used in assign_constant_locations we don't need param_size
anymore. The big thing to watch out for now, however, is that you can have
two ranges overlap where neither contains the other. In order to deal with
this, we make the first pass just flag what needs pulling and handle
assigning pull constant locations until later.
Instead of using reladdr, this commit changes the FS backend to emit a
MOV_INDIRECT whenever we need an indirect uniform load. We also have to
rework some of the other bits of the backend to handle this new form of
uniform load. The obvious change is that demote_pull_constants now acts
more like a lowering pass when it hits a MOV_INDIRECT.
While we're at it, we also add support for the possibility that the
indirect is, in fact, a constant. This shouldn't happen in the common case
(if it does, that means NIR failed to constant-fold something), but it's
possible so we should handle it.
GL_DRAW_FRAMEBUFFER does not exist in OpenGL ES 1.x, and since
_mesa_meta_begin hasn't been called yet, we have to work-around API
difficulties. The whole reason that GL_DRAW_FRAMEBUFFER is used instead
of GL_FRAMEBUFFER is that the read framebuffer may be different. This
is moot in OpenGL ES 1.x.
I have another patch series that would also fix this (by removing the
calls to _mesa_BindFramebuffer and friends), but it's not quite ready
yet... and I think it may be a bit heavy for some stable branches.
Consider this a stop-gap fix.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93215
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
When ret == 0, obj is not NULL. Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Previously if the visual didn't have an alpha channel then it would
pick a format that is not sRGB-capable. I don't think there's any
reason not to always have an sRGB-capable visual. Since 28090b30 there
are now visuals advertised without an alpha channel which means that
games that don't request alpha bits in the config would end up without
an sRGB-capable visual. This was breaking supertuxkart which assumes
the winsys buffer is always sRGB-capable.
The previous code always used an RGBA format if the visual config
itself was marked as sRGB-capable regardless of whether the visual has
alpha bits. I think we don't actually advertise any sRGB-capable
visuals (but we just use sRGB formats anyway) so it shouldn't make any
difference. However this patch also changes it to use RGBX if an
sRGB-capable visual is requested without alpha bits for consistency.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92759
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Suggested-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
brw_init_surface_formats overrides the render format for RGBX formats
which aren't supported for rendering so that they internally use RGBA
instead. However, B8G8R8X8_SRGB was missing so it wasn't marked as a
renderable format. This patch just adds it.
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be used in a subsequent patch as the format for RGB visuals.
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Suggested-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
With the current algorithm, we only look at tex uses. However there's a
write-after-write hazard where we might decide to, on some path, not use
a texture's output at all, but instead to write a different value to
that register. However without the barrier, the texture might complete
later and overwrite that value.
This fixes Unreal Elemental demo on GK110/GK208, flightgear on GK10x,
and likely other random-looking failures.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
In some cases shaders want non-default rounding when converting float to
integer. This can be done in one go, so merge the two ops. This comes up
in the packUnorm4x8 & co functions, as well as a few random shaders.
Overall shader-db impact is minimal, helping a handful of witcher2 and
other misc shaders.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
The conversion of 32-bit integer multiplies into 16-bit ones happens
after the regular optimization loop. However it's fairly common to
multiply by a small integer, rendering some of the expansion pointless.
Firstly, propagate immediates when possible into mul ops, secondly just
remove the ops when they are unnecessary.
Including the change to generate imad immediates, the effect is:
total instructions in shared programs : 6365463 -> 6351898 (-0.21%)
total gprs used in shared programs : 728684 -> 728684 (0.00%)
total local used in shared programs : 9904 -> 9904 (0.00%)
total bytes used in shared programs : 44001576 -> 44036120 (0.08%)
local gpr inst bytes
helped 0 0 3288 4
hurt 0 0 0 842
It's easy for this to hurt bytes since we end up always generating the
8-byte form, while we can't always get rid of the immediate in question.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
There will usually be a split before the mad op, peer through that and
pick out the right word of the immediate.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Support emission of the short imad, but also include it in the various
logic that tries to make it possible to emit.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
On NV50, we use 16-bit reg units (to make it all work with half-regs). A
few places assumed that it was always in 32-bit units.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This helps in the use of GALLIUM_DDEBUG_SKIP: first run a target application
with skip set to a very large number and note how many draw calls happen
before the bug. Then re-run, skipping the corresponding number of calls.
Despite the additional run, this can still be much faster than not skipping
anything.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When we know that hangs occur only very late in a reproducible run (e.g.
apitrace), we can save a lot of debugging time by skipping the flush and hang
detection for earlier draw calls.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
ARB_fragment_layer_viewport requires that if a fs reads layer or viewport
index but it wasn't output by gs (or vs with other extensions), then it reads
0. This never worked for llvmpipe, and is surprisingly non-trivial to fix.
The problem is the mechanism to handle non-existing outputs in draw is rather
crude, it will simply redirect them to whatever is at output 0, thus later
stages will just get garbage. So, rather than trying to fix this up (which
looks non-trivial), fix this up in llvmpipe setup by detecting this case there
and output a fixed zero directly.
While here, also optimize the hw vertex layout a bit - previously if the gs
outputted layer (or vp) and the fs read those inputs, we'd add them twice
to the vertex layout, which is unnecessary.
And do some minor cleanup, slots don't require that many bits, there was some
bogus (but harmless) float/int mixup for psize slot too, make the slots all
unsigned (we always put pos at pos zero thus everything else has to be positive
if it exists), and make sure they are properly initialized (layer and vp index
slot were not which looked fishy as they might not have got set back to zero
when changing from a gs which outputs them to one which does not).
This fixes the failures in piglit's arb_fragment_layer_viewport group
(3 each for layer and vp).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This greatly reduces the number of SetSamplers() commands for some
applications.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
The offset for loads is in src[0]. This was a copy+paste error in the
nir_intrinsic_load/store refactoring. This commit fixes a segfault in
ES31-CTS.compute_shader.work-group-size. I have no idea how piglit failed
to catch this...
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93348
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Based on code by Chris Forbes and Fabian Bieler.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This is brw_gs_surface_state.c copy and pasted twice with search and
replace.
brw_binding_table.c code is similarly copy and pasted.
v2: Drop dword_pitch related fields.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tessellation evaluation shaders work almost identically to vertex
shaders - we have a set of URB writes at the end of the program, and the
last one should terminate it.
Geometry shaders really are the special case, where multiple
EmitVertex() calls trigger URB writes in the middle of the program.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>