mesa/src/gallium
Virgile Bello 50ab52f135 microsoft/compiler, d3d12: preserve TCS outputs and pad TES inputs for cross-stage signature matching
Four linked D3D12 pipeline-validation problems with GLSL TCS on DXIL:

1) dxil_nir_kill_unused_outputs killed TCS outputs read back by the
   patch-constant function after a barrier, zeroing the tess factors.
   Keep shader_out locations with any intra-shader load_deref live
   regardless of next_stage_read_mask.

2) is_dead_in_variable dropped TES padding placeholders (no local
   uses) in nir_remove_dead_variables. Also honor
   prev_stage_written_mask so padded TES inputs stay alive.

3) Preserving (1) leaves HS with outputs the DS doesn't declare,
   breaking pipeline validation (e.g. piglit's barrier.shader_test).
   Add dxil_nir_pad_tes_input_signature, called from both link paths,
   to synthesize matching TES inputs (reusing each TCS output's type
   so sig shape and stride match byte-for-byte) plus the tess-level
   inputs -- subsuming the tess-level-only block previously in
   dxil_spirv_nir_link. Scope the per-variable padding to TCS
   outputs that TCS itself reads back via load_deref: outputs that
   neither TES nor TCS consumes get killed from the HS signature,
   so padding them into DS would make the DS input signature longer
   than HS output and break validation for SSO pipelines whose TCS
   declares unused per-patch writes (arb_separate_shader_objects/
   mix-and-match-tcs-tes).

4) remove_hs_intrinsics rewrote load_output but not
   load_per_vertex_output in HS main. With (1) keeping outputs alive,
   GLSL reads of outputs in main whose result survives DCE (UAV
   atomics, non-tess per-vertex output writes) left
   LoadOutputControlPoint in the control-point function, which dxil.dll
   rejects outside the PCF (CreatePipelineState then fails with
   E_INVALIDARG). Treat load_per_vertex_output like load_output.

Validated on piglit arb_tessellation_shader/execution (WARP + DXC
1.8.2403): barrier now passes; the previously-crashing
tcs-output-unmatched and variable-indexing/tcs-output-array-* fail
gracefully matching baseline; isoline/isoline-no-tcs remain flakes
(pre-existing canary corruption, unrelated).

d3d12-quick_shader.txt drops barrier; d3d12-flakes.txt adds
isoline-no-tcs alongside isoline.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41028>
2026-04-23 18:45:01 +00:00
..
auxiliary gallium: delete leftovers of post-processing infrastructure 2026-04-21 18:04:11 +00:00
drivers microsoft/compiler, d3d12: preserve TCS outputs and pad TES inputs for cross-stage signature matching 2026-04-23 18:45:01 +00:00
frontends mediafoundation: Create readable dpb buffers with PIPE_BIND_RENDER_TARGET and PIPE_BIND_SHARED for DX11 sharing 2026-04-22 18:08:30 +00:00
include gallium: completely remove T{EX,XF}_LZ opcode 2026-04-20 17:09:21 +00:00
targets test_teflon: Add 32-bit integer output comparison 2026-03-21 08:32:18 +00:00
tools gallium: add pipe_context::resource_release to eliminate buffer refcounting 2025-09-09 20:47:38 +00:00
winsys amd: add initial common code for gfx11.7 2026-04-18 18:54:23 +00:00
meson.build zink: add a winsys library exposing renderonly screen creation 2026-03-13 18:54:26 +00:00
README.portability

	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 


= General Considerations =

The frontend and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure


= Compiler Support =

* Include the util/compiler.h.

* Cast explicitly when converting to integer types of smaller sizes.

* Cast explicitly when converting between float, double and integral types.

* Don't use named struct initializers.

* Don't use variable number of macro arguments. Use static inline functions
instead.

* Don't use C99 features.

= Standard Library =

* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.

== Memory Allocation ==

* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.

* Use align_pointer() function defined in u_memory.h for aligning pointers
 in a portable way.

== Debugging ==

* Use the functions/macros in p_debug.h.

* Don't include assert.h, call abort, printf, etc.


= Code Style =

== Inherantice in C ==

The main thing we do is mimic inheritance by structure containment.

Here's a silly made-up example:

/* base class */
struct buffer
{
  int size;
  void (*validate)(struct buffer *buf);
};

/* sub-class of bufffer */
struct texture_buffer
{
  struct buffer base;  /* the base class, MUST COME FIRST! */
  int format;
  int width, height;
};


Then, we'll typically have cast-wrapper functions to convert base-class 
pointers to sub-class pointers where needed:

static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
  return (struct vertex_buffer *) buf;
}


To create/init a sub-classed object:

struct buffer *create_texture_buffer(int w, int h, int format)
{
  struct texture_buffer *t = malloc(sizeof(*t));
  t->format = format;
  t->width = w;
  t->height = h;
  t->base.size = w * h;
  t->base.validate = tex_validate;
  return &t->base;
}

Example sub-class method:

void tex_validate(struct buffer *buf)
{
  struct texture_buffer *tb = texture_buffer(buf);
  assert(tb->format);
  assert(tb->width);
  assert(tb->height);
}


Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.

Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
of this.  There's also many examples in Mesa and the Mesa state tracker.