Commit graph

42 commits

Author SHA1 Message Date
Jason Ekstrand
3b80481965 anv: Default PointSize to 1.0 if not written by the shader
The Vulkan rules for point size are a bit whacky.  If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader.  If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:

   "shaderTessellationAndGeometryPointSize indicates whether the
   PointSize built-in decoration is available in the tessellation
   control, tessellation evaluation, and geometry shader stages. If this
   feature is not enabled, members decorated with the PointSize built-in
   decoration must not be read from or written to and all points written
   from a tessellation or geometry shader will have a size of 1.0. This
   also indicates whether shader modules can declare the
   TessellationPointSize capability for tessellation control and
   evaluation shaders, or if the shader modules can declare the
   GeometryPointSize capability for geometry shaders. An implementation
   supporting this feature must also support one or both of the
   tessellationShader or geometryShader features."

In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader.  There are at least two valid ways we can
implement this:

 1) Track whether or not shaderTessellationAndGeometryPointSize is
    enabled and set the 3DSTATE_SF bits based on that and what stages
    are enabled, ignoring the shader source.

 2) Just look at the last geometry stage VUE map and see if they wrote
    PointSize and set the 3DSTATE_SF accordingly.

The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.

This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests.  The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-13 16:31:17 -08:00
Jason Ekstrand
99d497c5b6 anv/pipeline: Replace get_fs_input_map with get_last_vue_prog_data
This lets us delete a helper from genX_pipeline.c

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-13 16:31:17 -08:00
Kenneth Graunke
de05ecba9f anv: Emit 3DSTATE_HS/TE/DS packets.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Lionel Landwerlin
4b44ca7225 anv: add helper to get vue map for fragment shader
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 18:14:36 +00:00
Iago Toral Quiroga
566a0c43f0 anv: don't skip the VUE header if we are reading gl_Layer in a fragment shader
This is the same we do in the GL driver: the hardware provides gl_Layer
in the VUE header, so when the fragment shader reads it we can't skip it.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 11:43:07 +01:00
Juan A. Suarez Romero
c2acf97fcc nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.

In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.

But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.

To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.

As example, if in our GLSL/IR shader we have three attributes:

layout(location = 0) vec3  attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;

then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.

Checking carefully, basically we are using slots rather than locations
in NIR.

When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.

v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.

v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 10:42:22 +01:00
Lionel Landwerlin
a8eeb089c0 anv: fix multiple creation with internal failure
The specification section 9.4 says :

   When an application attempts to create many pipelines in a single
   command, it is possible that some subset may fail creation. In that
   case, the corresponding entries in the pPipelines output array will
   be filled with VK_NULL_HANDLE values. If any pipeline fails
   creation (for example, due to out of memory errors), the
   vkCreate*Pipelines commands will return an error code. The
   implementation will attempt to create all pipelines, and only
   return VK_NULL_HANDLE values for those that actually failed.

Fixes :

   dEQP-VK.api.object_management.alloc_callback_fail_multiple.graphics_pipeline
   dEQP-VK.api.object_management.alloc_callback_fail_multiple.compute_pipeline

v2: C is hard let's go shopping (Lionel)

v3: Remove unnecessary condition in for loops (Lionel)

v4: Document why we return on first failure (Eduardo)
    Move i declaration inside for() (Eduardo)

v5: Move array cleanup out of loop (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-05 21:09:09 +00:00
Jason Ekstrand
af98c6c31d anv/pipeline: Make is_dual_src_blend_factor inline
It's not used on gen8+ so it causes unused function warnings.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-11-26 11:58:59 -08:00
Jason Ekstrand
e41f7c3063 anv/pipeline: Make the temp blend attachment state pointer const
This fixes a "discards const" warning since blend is const.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-11-26 11:55:09 -08:00
Ilia Mirkin
8cdf73c324 anv/gen7: only enable dual-source blending when there are dual-source factors
Apparently the hw wedges otherwise, as mentioned in i965 comments.

Reported-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-11-23 19:40:00 -08:00
Jason Ekstrand
140d041fac anv/pipeline: Handle depth/stencil self-dependencies
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 13:44:55 -08:00
Kenneth Graunke
7471bb5fa4 anv: Set clip/cull distances fields in packets.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-11-22 00:29:23 -08:00
Kenneth Graunke
9ef2b9277d intel: Share URB configuration code between GL and Vulkan.
This code is far too complicated to cut and paste.

v2: Update the newly added genX_gpu_memcpy.c; const a few things.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2016-11-19 11:40:01 -08:00
Kenneth Graunke
639af2a7c6 intel: Convert devinfo->urb.min_*_entries into an array.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2016-11-19 11:39:56 -08:00
Kenneth Graunke
58c09e72b1 intel: Convert devinfo->urb.max_*_entries into an array.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2016-11-19 11:39:45 -08:00
Jason Ekstrand
ba349e106e anv/pipeline: Use get_scratch_space/address for compute shaders
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-16 10:09:18 -08:00
Jason Ekstrand
d33e2ad67c anv: Move INTERFACE_DESCRIPTOR_DATA setup to the pipeline
There are a few dynamic bits, namely binding table and sampler addresses,
but most of it is static and really belongs in the pipeline.  It certainly
doesn't belong in flush_compute_descriptor_set.  We'll use the same state
merging trick we use for gen7 DEPTH_STENCIL.

Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-16 10:09:16 -08:00
Jason Ekstrand
8db6f2e6eb anv/pipeline: Roll genX_pipeline_util.h into genX_pipeline.c
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-16 10:09:14 -08:00
Jason Ekstrand
68c58edcfa anv/pipeline: Unify graphics_pipeline_create
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-16 10:09:12 -08:00
Jason Ekstrand
623e1e06d8 anv/pipeline: Get rid of the kernel pointer fields
Now that we have anv_shader_bin, they're completely redundant with other
information we have in the pipeline.  For vertex shaders, we also go
through way too much work to put the offset in one or the other field and
then look at which one we put it in later.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
2016-11-16 10:08:38 -08:00
Dave Airlie
1ae6ece980 anv: move to using vk_alloc helpers.
This moves all the alloc/free in anv to the generic helpers.

Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-10-19 09:05:26 +10:00
Jason Ekstrand
8e1a8dd47e anv: Move Create*Pipelines into genX_cmd_buffer.c
Now that we don't have meta, we have no need for a gen-agnostic pipeline
create path.  We can, instead, just generate one Create*Pipelines function
per gen and be done with it.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-14 15:40:39 -07:00
Jason Ekstrand
ac77528f7d anv: Get rid of graphics_pipeline_create_info_extra
Now that we no longer have meta, all pipelines get created via the normal
Vulkan pipeline creation mechanics.  There is no more need for this bit of
extra magic data that we've been passing around.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2016-10-14 15:40:39 -07:00
Lionel Landwerlin
6b21728c4a anv: get rid of duplicated values from gen_device_info
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-09-23 10:12:06 +03:00
Lionel Landwerlin
b8162d6b6e anv: pipeline: use correct number of thread for compute
Reproduces this commit :

commit 0fb85ac08d
Author: Kenneth Graunke <kenneth@whitecape.org>
Date:   Mon Jun 6 21:37:34 2016 -0700

    i965: Use the correct number of threads for compute shaders.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-09-21 12:01:06 +03:00
Lionel Landwerlin
09394ee6cf anv: device: calculate compute thread numbers using subslices numbers
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-09-21 12:01:06 +03:00
Jason Ekstrand
42d03c204c anv: Refactor pipeline l3 config setup
Now that we're using gen_l3_config.c, we no longer have one set of l3
config functions per gen and we can simplify a bit.  Also, we know that
only compute uses SLM so we don't need to look for it in all of the stages.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-09-03 08:23:07 -07:00
Jason Ekstrand
10f9901bce anv: Rework pipeline caching
The original pipeline cache the Kristian wrote was based on a now-false
premise that the shaders can be stored in the pipeline cache.  The Vulkan
1.0 spec explicitly states that the pipeline cache object is transiant and
you are allowed to delete it after using it to create a pipeline with no
ill effects.  As nice as Kristian's design was, it doesn't jive with the
expectation provided by the Vulkan spec.

The new pipeline cache uses reference-counted anv_shader_bin objects that
are backed by a large state pool.  The cache itself is just a hash table
mapping keys hashes to anv_shader_bin objects.  This has the added
advantage of removing one more hand-rolled hash table from mesa.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97476
Acked-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
2016-08-30 15:08:23 -07:00
Jason Ekstrand
d5945bec12 anv/pipeline: Properly handle OOM during shader compilation
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
2016-08-30 15:08:23 -07:00
Jason Ekstrand
c2f2c8e407 anv: Use different BOs for different scratch sizes and stages
This solves a race condition where we can end up having different stages
stomp on each other because they're all trying to scratch in the same BO
but they have different views of its layout.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
2016-06-22 12:39:45 -07:00
Jason Ekstrand
45c0f60999 genxml: Make ScratchSpaceBasePointer an address instead of an offset
While we're here, we also fixup MEDIA_VFE_STATE and rename the field in
3DSTATE_VS on gen6-7.5 to be consistent with the others.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
2016-06-22 12:39:42 -07:00
Jordan Justen
3ba9594f32 anv: Support new local ID generation & cross-thread constants
The cross thread constant support appears on Haswell. It allows us to
upload a set of uniform data for all threads without duplicating it
per thread.

We also support per-thread data which allows us to store a per-thread
ID in one of the uniforms that can be used to calculate the
gl_LocalInvocationIndex and gl_LocalInvocationID variables.

v4:
 * Support the old local ID push constant layout as well (Jason)

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-06-01 19:29:02 -07:00
Jordan Justen
1b79e7ebbd i965: Store number of threads in brw_cs_prog_data
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-06-01 19:29:02 -07:00
Jordan Justen
8a80af2820 anv: Port L3 cache programming from i965
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-17 13:04:03 -07:00
Jordan Justen
8ee31828c6 anv: Keep track of whether the data cache should be enabled in L3
If images or shader buffers are used, we will enable the data cache in
the the L3 config.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-05-17 13:04:03 -07:00
Jason Ekstrand
50018522d2 anv: s/anv_batch_emit_blk/anv_batch_emit/
Acked-by: Kristian Høgsberg <krh@bitplanet.net>
2016-04-20 14:54:09 -07:00
Jason Ekstrand
dba3727bea anv/genX_pipeline: Use the new emit macro
Acked-by: Kristian Høgsberg <krh@bitplanet.net>
2016-04-20 14:54:09 -07:00
Kristian Høgsberg Kristensen
2b29342fae anv: Store prog data in pipeline cache stream
We have to keep it there for the cache to work, so let's not have an
extra copy in struct anv_pipeline too.
2016-03-05 13:50:07 -08:00
Jordan Justen
635c0e92b7 anv: Set CURBEAllocationSize in MEDIA_VFE_STATE
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
2016-02-28 11:54:49 -08:00
Jason Ekstrand
371b4a5b33 anv: Switch over to the macros in genxml 2016-02-20 09:09:28 -08:00
Jason Ekstrand
e881c73975 anv/pipeline: Don't leak the binding map 2016-02-18 11:09:30 -08:00
Jason Ekstrand
9851c8285f Move the intel vulkan driver to src/intel/vulkan 2016-02-18 10:37:59 -08:00
Renamed from src/vulkan/genX_pipeline.c (Browse further)