This is invalid and this fixes a crash in LLVM.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes dEQP-VK.clipping.user_defined.clip_distance.*geom*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes dEQP-VK.multiview.*geometry*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In emit_vertex we optimize storage if the output mask does not
have all bits set. Do the same in the epilogue so the indices
actually match up.
Fixes dEQP-VK.geometry.input.basic_primitive.points because it
outputs PSIZE with an output mask of 1, which cause the generic
attribute for the color to be loaded from the wrong indices.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The driver shouldn't set the copy shader bit.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The dimensions also have to be adjusted if the number of supported
mip levels is changed.
This fixes dEQP-VK.api.info.image_format_properties.3d.*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For some reasons D32_SFLOAT is also affected on GFX10, it works
fine with previous generations.
This fixes some dEQP-VK.renderpass2.depth_stencil_resolve.*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It will help for GS as NGG on GFX10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For selecting a different SQ_EXP_POS target.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When they are exported to the next stage.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Now that the output usage mask is set to 0x1 the LayerID is
correctly exported in the loop above.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When the stage preceding FS doesn't export it the fragment shader
might read it, even if it's 0.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Currently this is done rather late in radv, after lowering booleans, so
it isn't safe to run additional optimizations that may add e.g. 1-bit
booleans. We could move the lowering parts earlier, but since right now
we only lower FS inputs and by this point all indirects have been
lowered away, there's no reason we should need to optimize anything.
One shader from Devil May Cry 5 was getting optimized, but only because
the optimization loop was working on 32-bit booleans which revealed an
opportunity that was hidden with 1-bit booleans, and we generated a
1-bit boolean which is invalid.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111092
Fixes: 118a66df99
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's unnecessary to manually add these include paths since they could
be imported automatically.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Export the correct include path so that the libraries use it can
get it automatically.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The libmesa_git_sha1 is a dummy library. There is no reason to put
it into LOCAL_WHOLE_STATIC_LIBRARIES.
Move libmesa_vulkan_util to the vulkan.radv which really needs it.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The vulkan module is the final HAL. No need to export its headers
since none will import it.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
This reverts commit 63e0675d98.
The GS is merged with the preceding shader and since the preceding
shader will have as_ngg set the final binary will have is_ngg set.
So we do not need the gs key here.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We should use the primitives output by the TES in that case.
There is always a separate TES if there is no GS.
Reviewed-by: Dave Airlie <airlied@redhat.com>