This allows us to communicate to the back-end that we don't actually
know if the framebuffer is multisampled or not. No drivers set anything
but ALWAYS/NEVER and we still have a few ALWAYS/NEVER assumptions but
those should be asserted.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21094>
This allows for the possibility that we may not know at compile time if
sample shading is enabled through the API. While we're here, also
document exactly what this bit means so we don't confuse ourselves.
v2: Fixup coarse pixel values (Lionel)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21094>
Whenever one of them is BRW_SOMETIMES, we depend on dynamic flag pushed
in as a push constant. In this case, we have to often have to do the
calculation both ways and SEL the result. It's a bit more code but
decouples MSAA from the shader key.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21094>
If alpha-to-coverage is exported via mrtz, don't upgrade the mrt0 format
to one with an alpha channel.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20967>
this allows drivers to indicate that they support sampling from null
textures instead of using fallback textures
for now, this is only used for depth-based fallback textures
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21072>
when glx is built with -Dglx=xlib, the mishandle in
glXDestroyContext causes glmark2 to exit unexpectedly.
Error: Glmark2 needs OpenGL(ES) version >= 2.0 to run (but version string is: '(null)')!
Error: Failed to add vertex shader from file None:
Error: Failed to create the new program
[build] <default>: Set up failed
Gitlab: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3985
Signed-off-by: Luc Ma <luc@sietium.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21067>
Add a specialized agx_batch for compute commands (queued to the CDM instead of
the VDM for graphics). This uses a sentinel value for the width.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21062>
Copy paste from Panfrost. This should be close to what we need for Asahi, and
this lets us run dEQP-GLES31 without crashing immediately.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21062>
create_shader_state passes ownership of the NIR to the driver, so we need to
free it when we destroy the shader CSO later. Use ralloc to manage this in a
uniform way between graphics and compute. Strategy from Panfrost.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21062>
This adds the basic scaffolding for compute kernels. There's a bit of churn to
make sure we don't need to hang onto the kernel NIR, since it's never used for
anything else except looking up the shader stage.
The compute kernels aren't actually wired up here, but they do get compiled.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21062>
Implement custom border colours, as required by OpenGL's CLAMP_TO_BORDER and
Vulkan with customBorderColor. This uses an extended sampler descriptor, which
has space for the custom border values. The trouble is that the border must be
packed into an internal interchange format that depends on the original format
in a complex way. That said, we're not solving NP-complete problems here, and it
passes the tests (dEQP-GLES31.functional.texture.border_clamp.* and piglit
texwrap).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20570>
This speeds up glReadPixels. Instead of reading from the write-combined
framebuffer and converting colours on the CPU, this blits on the GPU to a
writeback staging resource with the colour conversion for free, and memcpies
from the writeback staging resource on the CPU.
In general, due to textures being write combined and tiled/compressed by default
by staging resources being linear writeback, blit-based texture transfer should
win out (you were going to blit anyway), particularly when format conversion is
involved
33% reduction in wall clock time for grim at 4K. No change in deqp-gles2
runtime.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21063>
When playing the My Little Pony theme song at 1080p on T8103, with mpv's GPU
compositing but software decoding, CPU usage drops from 200% to 50% due to
proper caching of the staging resource.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21063>
We only need 4 byte alignment, not 8 bytes. This isn't a big difference in
practice, but it probably reduces padding in some cases. More importantly, it
corrects our XML to match what the hardware actually does, which is great.
(There is exactly enough room for a 40-bit address with 4 byte alignment.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21118>
There's a corner case where 3D textures have extra padding compared to 2D
arrays. We need to communicate that to ail.
Fixes
dEQP-GLES3.functional.texture.specification.texstorage3d.size.3d_32x16x64_4_levels.
That test now uses the same layout as Metal.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
Builds on the work of !15121. This gets to delete even more code
because many drivers shared a lot of code for i2b and f2b.
No shader-db or fossil-db changes on any Intel platform.
v2: Rebase on 1a35acd8d9.
v3: Update a comment in nir_opcodes_c.py. Suggested by Konstantin.
v4: Another rebase. Remove f2b stuff from Midgard.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20509>
There were only two users. Replace each with nir_fneu instead.
This is now a squash of what was two separate commits.
nir_lower_pstipple_block is called after nir_lower_bool_to_int32, so
nir_fneu32 has to be used here or there will be regresssions in stipple
tests on llvmpipe.
v2: Rebase on !20869.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Suggested-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20509>
it's annoying to validate this at runtime since it has to happen during draw,
but storing the "usable" ds3 mode separately from the pipeline state should
be a reasonable enough compromise for perf here...hopefully
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21100>
apparently an actual null descriptor is illegal here, and it's wasted cpu
anyway, so just cache the dummy surface on init and use that data when
fbfetch isn't active but the layout requires it
Fixes: 7ab5c5d36d ("zink: use EXT_descriptor_buffer with ZINK_DESCRIPTORS=db")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21100>
Instead of generating num_components*simdwidth scattered stores, if
there's no indirect then we can just look up the pointer to the
base_offset and do a simd store there.
dEQP-VK.subgroups.ballot_broadcast.compute.subgroupbroadcast_i64vec4 goes
from 30s to ~2s.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21084>