Commit graph

239 commits

Author SHA1 Message Date
Plamena Manolova
939ddccb7a anv: Add support for depth bounds testing.
In gen12 we use the 3DSTATE_DEPTH_BOUNDS instruction
to enable depth bounds testing.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-10-28 14:13:04 +00:00
Jason Ekstrand
d787a2d05e anv: Implement VK_KHR_pipeline_executable_properties
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-08-12 22:56:07 +00:00
Jason Ekstrand
67cb55ad11 anv: Add a ralloc context to anv_pipeline
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-08-12 22:56:07 +00:00
Jason Ekstrand
fec4bdff40 anv: Force a full re-compile when CAPTURE_INTERNAL_REPRESENTATION_TEXT is set
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-08-12 22:56:07 +00:00
Jason Ekstrand
f6e7de41d7 anv: Implement VK_EXT_line_rasterization
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-08-06 02:05:28 +00:00
Eric Engestrom
e1dd6c2575 anv: drop MAYBE_UNUSED var
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2019-07-31 09:41:05 +01:00
Eric Engestrom
eee70e09bf intel: replace MAYBE_UNUSED with UNUSED
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.

Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2019-07-31 09:41:05 +01:00
Eric Engestrom
e775b938b2 intel: drop incorrect MAYBE_UNUSED
All these are actually always used.

Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2019-07-31 09:41:05 +01:00
Lionel Landwerlin
772a5f9814 anv: fix use of comma operator
This doesn't fix any bug at the moment because the next statement is
'true' which happens to be APIMODE_D3D, but if that changes it could.

The fixes tags is as far I could go but the error predates it (2016 is
probably far enough).

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 8db6f2e6eb ("anv/pipeline: Roll genX_pipeline_util.h into genX_pipeline.c")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-07-23 15:54:48 +00:00
Jason Ekstrand
1a9e5b9094 anv: Implement "pop-free" clipping
This is the preferred clipping mode since it doesn't mean your points
disappear the moment part of the point crosses over the edge of the
viewport and that lines have weird endpoints at viewport edges.  We've
just never bothered to hook it up until now.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-06-21 14:18:59 +00:00
Jason Ekstrand
4a757d6c31 anv: Enable the guardband clip test
In workloads where there is a lot of geometry drawn that crosses over
the edge of the viewport, this should substantially improve clipper
performance.  Not really sure why it's taken 3 years to turn it on but
we never got around to it.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-06-21 14:18:59 +00:00
Kenneth Graunke
646924cfa1 intel/compiler: Implement TCS 8_PATCH mode and INTEL_DEBUG=tcs8
Our tessellation control shaders can be dispatched in several modes.

- SINGLE_PATCH (Gen7+) processes a single patch per thread, with each
  channel corresponding to a different patch vertex.  PATCHLIST_N will
  launch (N / 8) threads.  If N is less than 8, some channels will be
  disabled, leaving some untapped hardware capabilities.  Conditionals
  based on gl_InvocationID are non-uniform, which means that they'll
  often have to execute both paths.  However, if there are fewer than
  8 vertices, all invocations will happen within a single thread, so
  barriers can become no-ops, which is nice.  We also burn a maximum
  of 4 registers for ICP handles, so we can compile without regard for
  the value of N.  It also works in all cases.

- DUAL_PATCH mode processes up to two patches at a time, where the first
  four channels come from patch 1, and the second group of four come
  from patch 2.  This tries to provide better EU utilization for small
  patches (N <= 4).  It cannot be used in all cases.

- 8_PATCH mode processes 8 patches at a time, with a thread launched per
  vertex in the patch.  Each channel corresponds to the same vertex, but
  in each of the 8 patches.  This utilizes all channels even for small
  patches.  It also makes conditions on gl_InvocationID uniform, leading
  to proper jumps.  Barriers, unfortunately, become real.  Worse, for
  PATCHLIST_N, the thread payload burns N registers for ICP handles.
  This can burn up to 32 registers, or 1/4 of our register file, for
  URB handles.  For Vulkan (and DX), we know the number of vertices at
  compile time, so we can limit the amount of waste.  In GL, the patch
  dimension is dynamic state, so we either would have to waste all 32
  (not reasonable) or guess (badly) and recompile.  This is unfortunate.
  Because we can only spawn 16 thread instances, we can only use this
  mode for PATCHLIST_16 and smaller.  The rest must use SINGLE_PATCH.

This patch implements the new 8_PATCH TCS mode, but leaves us using
SINGLE_PATCH by default.  A new INTEL_DEBUG=tcs8 flag will switch to
using 8_PATCH mode for testing and benchmarking purposes.  We may
want to consider using 8_PATCH mode in Vulkan in some cases.

The data I've seen shows that 8_PATCH mode can be more efficient in
some cases, but SINGLE_PATCH mode (the one we use today) is faster
in other cases.  Ultimately, the TES matters much more than the TCS
for performance, so the decision may not matter much.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-05-14 13:16:30 -07:00
Lionel Landwerlin
9628631a38 Revert "anv: limit URB reconfigurations when using blorp"
In commit 0d46e404 ("anv: limit URB reconfigurations when using
blorp") we tried to limit the number of URB reconfiguration by
checking if the last allocation is large enough to fit the blorp
dispatch.

We used the last bound pipeline to compare the allocation. The problem
with this is that the pipeline is bound but its commands might not
have been emitted into the command buffer yet.

Let's just revert commit 0d46e40467
since it didn't seem to yield any performance improvement.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 0d46e404 ("anv: limit URB reconfigurations when using blorp")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110535
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2019-04-29 11:41:27 +00:00
Lionel Landwerlin
0d46e40467 anv: limit URB reconfigurations when using blorp
If the last graphics pipeline bound to the command buffer has enough
space in its VS URB entries for Blorp then avoid reconfiguring the URB
partitions.

v2: s/0/MESA_SHADER_VERTEX/ (Caio)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-04-19 16:58:06 +01:00
Jason Ekstrand
7eaaff18cb anv/pipeline: Fix MEDIA_VFE_STATE::PerThreadScratchSpace on gen7
We were always programming it with the Broadwell convention which is too
large by a factor of two on Haswell and just plain wrong on IVB and BYT.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable@lists.freedesktop.org
2019-04-12 16:08:35 +00:00
Jason Ekstrand
162286eb75 anv: Only set 3DSTATE_PS::VectorMaskEnable on gen8+
We don't set it on HSW and earlier in i965 and disabling it appears to
make derivatives somewhat more reliable.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-14 12:22:20 -05:00
Alejandro Piñeiro
cf0b2ad486 nir/xfb: adding varyings on nir_xfb_info and gather_info
In order to be used for OpenGL (right now for ARB_gl_spirv).

This commit adds two new structures:

  * nir_xfb_varying_info: that identifies each individual varying. For
    each one, we need to know the type, buffer and xfb_offset

  * nir_xfb_buffer_info: as now for each buffer, in addition to the
    stride, we need to know how many varyings are assigned to it.

For this patch, the only case where num_outputs != num_varyings is
with the case of doubles, that for dvec3/4 could require more than one
output. There are more cases though (like aoa), that will be handled
on following patches.

v2: updated after new nir general XFB support introduced for "anv: Add
    support for VK_EXT_transform_feedback"

v3: compute num_varyings beforehand for allocating, instead of relying
    on num_outputs as approximate value (Timothy Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-08 15:00:50 +01:00
Juan A. Suarez Romero
4f917e6a61 anv: advertise 8 subpixel precision bits
On one side, when emitting 3DSTATE_SF, VertexSubPixelPrecisionSelect is
used to select between 8 bit subpixel precision (value 0) or 4 bit
subpixel precision (value 1). As this value is not set, means it is
taking the value 0, so 8 bit are used.

On the other side, in the Vulkan CTS tests, if the reference rasterizer,
which uses 8 bit precision, as it is used to check what should be the
expected value for the tests, is changed to use 4 bit as ANV was
advertising so far, some of the tests will fail.

So it seems ANV is actually using 8 bits.

v2: explicitly set 3DSTATE_SF::VertexSubPixelPrecisionSelect (Jason)

v3: use _8Bit definition as value (Jason)

v4: (by Jason)
anv: Explicitly set 3DSTATE_CLIP::VertexSubPixelPrecisionSelect

This field was added on gen8 even though there's an identically defined
one in 3DSTATE_SF.

CC: Jason Ekstrand <jason@jlekstrand.net>
CC: Kenneth Graunke <kenneth@whitecape.org>
CC: 18.3 19.0 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-02-22 17:53:55 +01:00
Lionel Landwerlin
f509213675 anv: implement VK_EXT_depth_clip_enable
A new extension allowing the user to explictly specify the clipping
behavior.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-02-20 09:57:58 +00:00
Danylo Piliaiev
64d3b148fe anv: Fix VK_EXT_transform_feedback working with varyings packed in PSIZ
Transform feedback did not set correct SO_DECL.ComponentMask for
varyings packed in VARYING_SLOT_PSIZ:
 gl_Layer         - VARYING_SLOT_LAYER    in VARYING_SLOT_PSIZ.y
 gl_ViewportIndex - VARYING_SLOT_VIEWPORT in VARYING_SLOT_PSIZ.z
 gl_PointSize     - VARYING_SLOT_PSIZ     in VARYING_SLOT_PSIZ.w

Fixes: 36ee2fd61c "anv: Implement the basic form of VK_EXT_transform_feedback"

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-02-04 15:30:43 +00:00
Jason Ekstrand
ac0f8a6ea0 anv: Implement transform feedback queries
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-01-22 10:42:57 -06:00
Jason Ekstrand
36ee2fd61c anv: Implement the basic form of VK_EXT_transform_feedback
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-01-22 10:42:56 -06:00
Jason Ekstrand
b4eae8444e anv: Always emit at least one vertex element
This seems to make the simulator happier.  The early return wasn't
really protecting anything and the code that follows will happily
initialize the dummy element to STORE_0 and emit it.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2019-01-22 10:42:56 -06:00
Rafael Antognolli
643248b66a anv: Remove state flush.
We have all the state buffers snooped, so we don't need to clflush
everything anymore.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-01-17 15:08:22 -08:00
Andrii Simiklit
0206ffc28d anv/pipeline: remove unnecessary null-pointer check
Looks like it is impossible that 'last' variable is a null
because at least the get_vs_prog_data shouldn't return a null pointer.
So this check is unnecessary starts from commit:
99d497c5b6 "anv/pipeline: Replace get_fs_input_map with ..."

This small issue is found by cppcheck.

Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-01-09 12:29:12 -06:00
Eric Engestrom
4f5a526789 anv: drop unneeded KHR suffix
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2019-01-08 18:47:56 +00:00
Jason Ekstrand
e4fdc650f1 anv/pipeline: Set the correct binding count for compute shaders
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-12-12 08:32:25 -06:00
Anuj Phogat
1c140470ef anv/icl: Disable prefetching of sampler state entries
WA_1606682166:
Incorrect TDL's SSP address shift in SARB for 16:6 & 18:8 modes.
Disable the Sampler state prefetch functionality in the SARB by
programming 0xB000[30] to '1'. This is to be done at boot time and
the feature must remain disabled permanently.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-11-02 08:34:33 -07:00
Danylo Piliaiev
00fc56a68d anv: Disable dual source blending when shader doesn't support it on gen8+
Dual source blending behaviour is undefined when shader doesn't
have second color output.

 "If SRC1 is included in a src/dst blend factor and
  a DualSource RT Write message is not used, results
  are UNDEFINED. (This reflects the same restriction in DX APIs,
  where undefined results are produced if “o1” is not written
  by a PS – there are no default values defined)."

Dismissing fragment in such situation leads to a hang on gen8+
if depth test in enabled.

Since blending cannot be gracefully fixed in such case and the result
is undefined - blending is simply disabled.

v2 (Jason Ekstrand):
 - Apply the workaround to each individual entry
 - Emit a warning through debug_report

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-10-30 12:59:53 -07:00
Jason Ekstrand
aa02d7e878 Revert "anv/skylake: disable ForceThreadDispatchEnable"
This reverts commit 0fa9e6d7b3.  The real
issue appears to have been that HiZ ops don't like having WM thread
dispatch force-enabled.  The previous commit fixes that problem so we
can go back to using the ForceThreadDispatchEnable bit even on SKL+.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-10-26 16:39:47 -05:00
Alex Smith
3bd239f71d anv: Fix sanitization of stencil state when the depth test is disabled
When depth testing is disabled, we shouldn't pay attention to the
specified depthCompareOp, and just treat it as always passing. Before,
if the depth test is disabled, but depthCompareOp is VK_COMPARE_OP_NEVER
(e.g. from the app having zero-initialized the structure), then
sanitize_stencil_face() would have incorrectly changed passOp to
VK_STENCIL_OP_KEEP.

v2: Roll the depthTestEnable check into the ds_aspect check below since
    they now both do the same thing.

Fixes: 028e1137e6 "anv/pipeline: Be smarter about depth/stencil state"
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-10-26 10:25:40 +01:00
Sergii Romantsov
0fa9e6d7b3 anv/skylake: disable ForceThreadDispatchEnable
On Skylake enabling of ForceThreadDispatchEnable causes gpu-hang.

-v2: enabling of  ForceThreadDispatchEnable is only for gen8, for
     gen9 and higher reverted enabling of PixelShaderHasUAV.

-v3 (Jason Ekstrand): Rework the comments a bit.

CC: Jason Ekstrand <jason.ekstrand@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107941
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107760
Fixes: 79270d2140 (anv: Stop setting 3DSTATE_PS_EXTRA::PixelShaderHasUAV)
Signed-off-by: Sergii Romantsov <sergii.romantsov@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-10-16 13:20:51 -05:00
Jason Ekstrand
b08b4b2b25 anv: Disable the vertex cache when tessellating on SKL GT4
I have no idea if I'm correct about what's going wrong or if this is the
correct fix.  However, in my multiple weeks of banging my head on this
hang, a VUE reference counting bug seems to match all the symptoms and
it definitely fixes the hang.

Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107280
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-09-07 15:19:02 -05:00
Jason Ekstrand
7b26741806 anv/pipeline: Only consider double elements which actually exist
The brw_vs_prog_data::double_inputs_read field comes directly from
shader_info::double_inputs which may contain inputs which are not
actually read.  Instead of using it directly, AND it with inputs_read
which is only things which are read.  Otherwise, we may end up
subtracting too many elements when computing elem_count.

Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103241
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-09-06 16:07:50 -05:00
Jason Ekstrand
76b0e4d8c9 anv: Fill holes in the VF VUE to zero
This fixes a GPU hang in DOOM 2016 running under wine.

Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104809
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-08-25 18:47:08 -05:00
Anuj Phogat
81b74b5d96 anv/icl: Disable binding table prefetching
Gen 11 workarounds table #2056 WABTPPrefetchDisable suggests to
disable prefetching of binding tables for ICLLP A0 and B0
steppings. We have a similar patch for i965 driver in  Mesa
commit a5889d70.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-08-21 12:50:05 -07:00
Jason Ekstrand
f76d6d8a63 anv/pipeline: Drop anv_pipeline_add_compiled_stage
We can set active_stages much more directly and then it's just candy
around setting pipeline->stages[stage].

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-08-02 10:29:20 -07:00
Jason Ekstrand
abd629eb3d anv: Stop setting 3DSTATE_PS_EXTRA::PixelShaderHasUAV
We've had several broadwell hangs that have come down to this bit just
not working correctly.  Most recently, we've had a pile of hangs
reported with apps running under DXVK:

https://github.com/doitsujin/dxvk/issues/469

Instead, use the bit that doesn't try to imply weird D3D coherency
things and just force-enables the PS like we want.

cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-07-22 23:43:19 -07:00
Ilia Mirkin
257128079c anv/gen9: expose VK_EXT_post_depth_coverage
Note that the use of ICMS_INNER_CONSERVATIVE disagrees with the GL driver.
Perhaps it's more performant than ICMS_NORMAL and is otherwise permitted?
Not sure, so I left it as-is.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-07-22 14:56:44 -07:00
Jason Ekstrand
2caf6c0392 anv/pipeline: Add a per-VB instance divisor
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2018-07-09 15:37:51 -07:00
Jason Ekstrand
32f4feb5a0 anv/pipeline: Use a per-VB struct instead of separate arrays
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2018-07-09 15:37:51 -07:00
Jason Ekstrand
208be8eafa anv: Make subpass::depth_stencil_attachment a pointer
This makes certain checks a bit easier and means that we don't have
the attachment information duplicated in the attachment list and in
depth_stencil_attachment.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-07-09 10:11:53 -07:00
Jason Ekstrand
76fdc8a85c anv: Use a default pipeline cache if none is specified
If a client is dumb enough to not specify a pipeline cache, give it a
default.  We have to create one anyway for blorp so we may as well let
the client cache shaders in it.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-07-02 13:07:06 -07:00
Jason Ekstrand
b95b0e2918 intel/anv,blorp,i965: Implement the SKL 16x MSAA SIMD32 workaround
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-06-28 13:25:18 -07:00
Jason Ekstrand
d5e028a57b intel/fs: Add fields to wm_prog_data for SIMD32 dispatch
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-06-28 13:19:38 -07:00
Jason Ekstrand
9d78abbef8 intel/compiler: Add and use helpers for working with KSP indices
The pixel shader dispatch table is kind-of a confusing mess.  This adds
some helpers for dealing with it and for easily extracting the correct
data from wm_prog_data.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-06-28 13:19:38 -07:00
Gustavo Lima Chaves
7dfaf025c5 anv: enable VK_EXT_shader_stencil_export
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-06-08 11:16:01 -07:00
Samuel Iglesias Gonsálvez
2cf64fdb46 anv: ignore pColorBlendState if all color attachments of the subpass are unused
According to Vulkan spec:

  "pColorBlendState is a pointer to an instance of the
   VkPipelineColorBlendStateCreateInfo structure, and is ignored if the
   pipeline has rasterization disabled or if the subpass of the render pass the
   pipeline is created against does not use any color attachments."

Fixes tests from CL#2505:

   dEQP-VK.renderpass.*.simple.color_unused_omit_blend_state

v2:
- Check that blend is not NULL before usage.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-09 07:01:10 +02:00
Neil Roberts
c366f422f0 nir: Offset vertex_id by first_vertex instead of base_vertex
base_vertex will be zero for non-indexed calls and in that case we
need vertex_id to be offset by the ‘first’ parameter instead. That is
what we get with first_vertex. This is true for both GL and Vulkan.

The freedreno driver is also setting vertex_id_zero_based on
nir_options. In order to avoid breakage this patch switches the
relevant code to handle SYSTEM_VALUE_FIRST_VERTEX so that it can
retain the same behavior.

v2: change a3xx/fd3_emit.c and a4xx/fd4_emit.c from
SYSTEM_VALUE_BASE_VERTEX to SYSTEM_VALUE_FIRST_VERTEX (Kenneth).

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Rob Clark <robdclark@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
2018-04-19 15:57:45 -07:00
Neil Roberts
c4f30a9100 spirv: Lower BaseVertex to FIRST_VERTEX instead of BASE_VERTEX
The base vertex in Vulkan is different from GL in that for non-indexed
primitives the value is taken from the firstVertex parameter instead
of being set to zero. This coincides with the new SYSTEM_VALUE_FIRST_VERTEX
instead of BASE_VERTEX.

v2 (idr): Add comment describing why SYSTEM_VALUE_FIRST_VERTEX is used
for SpvBuiltInBaseVertex.  Suggested by Jason.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-04-19 15:57:45 -07:00