We use the same hardware mechanism for both atomic counters and SSBO
atomics, so there's really no benefit to maintaining separate code to
handle each case. Instead, we can just use Rob's shiny new NIR pass to
convert atomic_uints to SSBOs, and delete piles of code.
The ssbo_start section of the binding table becomes a combined ABO and
SSBO section, with ABOs first, then SSBOs.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It is already done in NIR.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We set a similar default value for LOD in the fs backend for TXS/TXL.
Without this we end up generating invalid MOV with a null src.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: "17.2 17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Embarassingly, someone enabled the ARB_shader_atomic_counter_ops
extension for Gen7+ but never added the intrinsics to the switch
statement in the vec4 backend, so they just hit an unreachable()
call and died.
Fixes: 40dd45d0c6 (i965: Enable ARB_shader_atomic_counter_ops)
Cc: "17.2 17.1 17.0 13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
It was setting XYWZ swizzle and writemask to all uniforms, no matter if they
were a vector or scalar, so this can lead to problems when loading them
to the push constant buffer.
Moreover, 'shift' calculation was designed to calculate the offset in
DWORDS, but it doesn't take into account DFs, so the calculated swizzle
for the later ones was wrong.
The indirect case is not changed because MOV INDIRECT will write
to all components. Added an assert to verify that these uniforms
are aligned.
v2:
- Fix 'shift' calculation (Curro)
- Set both swizzle and writemask.
- Add assert(shift == 0) for the indirect case.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
The only thing still using it is INVOCATION_ID for geometry shaders.
That's easily enough inlined into the nir_intrinsic_load_invocation_id
handling code.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The NIR pass already handles remapping system values to attributes for
us so we delete the system value code as part of the conversion.
We also change nir_lower_vs_inputs to take an explicit inputs_read
bitmask and pass in the inputs_read from prog_data instead from pulling
it out of NIR. This is because the version in prog_data may get
EDGEFLAG added to it on some old platforms.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c9, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
[ Francisco Jerez: Drop useless vec4_visitor dependencies. Demote to
static stand-alone function. Don't write unused components in the
result. Use vec4_builder interface for register allocation. ]
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This way we can set the destination type as double to all these new opcodes,
avoiding any optimizer's confusion that was happening before.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
[ Francisco Jerez: Drop no_spill workaround originally needed due to
the bogus destination type of VEC4_OPCODE_FROM_DOUBLE. ]
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
When doing a 64-bit to a smaller data type size conversion, the destination should
be aligned to 64-bits. Because of that, we need to gather the data after the
actual conversion.
Until now, these two operations were done by VEC4_OPCODE_FROM_DOUBLE but
now we split them explicitely in two different instructions:
VEC4_OPCODE_FROM_DOUBLE just do the conversion and
VEC4_OPCODE_PICK_LOW_32BIT will gather the data.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
The NIR story on conversion opcodes is a mess. We've had way too many
of them, naming is inconsistent, and which ones have explicit sizes was
sort-of random. This commit re-organizes things and makes them all
consistent:
- All non-bool conversion opcodes now have the explicit size in the
destination and are named <src_type>2<dst_type><size>.
- Integer <-> integer conversion opcodes now only come in i2i and u2u
forms (i2u and u2i have been removed) since the only difference
between the different integer conversions is whether or not they
sign-extend when up-converting.
- Boolean conversion opcodes all have the explicit size on the bool and
are named <src_type>2<dst_type>.
Making things consistent also allows nir_type_conversion_op to be moved
to nir_opcodes.c and auto-generated using mako. This will make adding
int8, int16, and float16 versions much easier when the time comes.
Reviewed-by: Eric Anholt <eric@anholt.net>
Mostly a dummy git mv with a couple of noticable parts:
- With the earlier header cleanups, nothing in src/intel depends
files from src/mesa/drivers/dri/i965/
- Both Autoconf and Android builds are addressed. Thanks to Mauro and
Tapani for the fixups in the latter
- brw_util.[ch] is not really compiler specific, so it's moved to i965.
v2:
- move brw_eu_defines.h instead of brw_defines.h
- remove no-longer applicable includes
- add missing vulkan/ prefix in the Android build (thanks Tapani)
v3:
- don't list brw_defines.h in src/intel/Makefile.sources (Jason)
- rebase on top of the oa patches
[Emil Velikov: commit message, various small fixes througout]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-13 11:16:34 +00:00
Renamed from src/mesa/drivers/dri/i965/brw_vec4_nir.cpp (Browse further)