create_vertex_elements_state is sometimes called with a too large
num_elements argument, for example with util_blitter, which causes a
buffer overflow.
There is no documentation to forbid this practice, so don't rely on
so->num_elements being correct and instead use the vertex shader
attribute count, which matches the value used to allocate the
descriptors.
Use attributes_read_count rather than attribute_count because the
latter also includes images and PAN_VERTEX_ID/PAN_INSTANCE_ID.
Fixes: 76de3e691c ("panfrost: Merge attribute packing routines")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17447>
Whereas the compiler needs to know the warp size for lowering divergent
indirects, the driver needs to know it to report the subgroup size. Move the
Bifrost-specific helper to common and add the trivial implementation for
Midgard.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17265>
Wire the Gallium interface for transform feedback up to the system values that
will be fed into our lowering code. This is based on our existing transform
feedback implementation for Midgard.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15720>
Translate the intrinsics we introduced to lower away transform feedback into
Panfrost system values which the GL driver can handle.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15720>
On Valhall, the driver should set this flag if the hardware may rotate
primitives. This happens if:
1. The rasterization of lines does not matter, AND
2. The provoking vertex does not matter.
The first condition we may satisfy by checking for LINES and the second by
checking for flat shading. Otherwise, we should set this flag to allow
optimizations. This may be more efficient for tiling.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16748>
It's meaningful for this intrinsic and so does not add noise to the
lowering pass.
(Although dual-source writes must be to RT 0, depth and stencil
writes, which store_combined_output_pan is also used for, can still be
done with MRT enabled.)
Fixes: 5c168f09eb ("nir: Eliminate store_combined_output_pan BASE")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16685>
Vulkan doesn't need nearly as many system values and would like to bake
its layout up-front instead of having it provided by the back-end
compiler.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
In 3559efb9bf ("panfrost: Allow passing an explicit UBO index for the
sysval UBO"), an explicit UBO index was added and it was implicitly
assumed that it would be > num_ubos. This was convenient because it
meant 0, the default for designated initializers, implicitly meant
compiler-assigned. However, we're about to move the sysval UBO to 0
which breaks this assumption. Also, we don't want the back-end
compiler to even look at num_ubos since it's meaningless in Vulkan.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
Valhall introduces hardware-allocated varyings. Instead of allocating varying
descriptors on the CPU with a slot based interface, the driver just tells the
hardware how many bytes to allocate per vertex and loads/stores with byte
offsets. This is much nicer!
However, this requires us to rework our linking code to account for separable
shaders. With separable shaders, we can't rely on driver_location matching
between stages, and unlike on Midgard, we can't resolve the differences with
curated command stream descriptors. However, we *can* rely on slots matching. So
we should "just" determine the byte offsets based on the slot, and then
separable shaders work.
For GLES, it really is that easy.
For desktop GL, it's not -- desktop GL brings unpredictable extra varyings like
COL1 and TEX2. Allocating space for all of these unconditionally would hamper
performance. To cope, we key fragment shaders to the set of non-GLES varyings
written by the linked vertex shader. Then we may define an efficient ABI, where
only apps only pay for what they use.
Fixes various tests in dEQP-GLES31.functional.separate_shader.random.* on
Valhall.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16310>
The VAR_TEX definition in ISA.xml only has a field for texture_index,
so trying to read sampler_index will return zero; read from
texture_index instead, and rename other fields for consistency.
The texture and sampler indices must be equal for VAR_TEX to be used,
so either name could be used for the field.
Fixes the wrong textures being used in Thief.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6219
Fixes: eb1479bda2 ("pan/bi: Support message preloading")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16255>
We use nir_assign_io_var_locations() which compacts the varyings and
eliminates any unused input slots. We need to do the same thing when
processing pVertexAttributeDescriptions[] or else we'll end up with
mismatches between the shader and the state setup code.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16183>
These are unified in the hardware, so let's unify them in pan_shader_info.
Hoisting this logic to pan_shader.c avoids the need to duplicate this logic for
Midgard/Bifrost (RSD packing) and Valhall (SPD packing).
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15204>
Include full message preload descriptors in the RSD on v7, and do the obvious
packing for fragment shader message preloads.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9438>
The compiler will soon produce preloaded messages, but it should not pack them
itself, as this would require depending on GenXML or handcoding bitfields / bit
packs in the compiler. Instead, add a struct encoding the unpacked form of the
message, used as ABI between the compiler and the common driver.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9438>
There is a single quirk it cares about. Pass just that, so the relevant quirk
can be made a Midgard compiler quirk and not a global Panfrost quirk.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14726>
This was made way more complicated than it needs to be for a Midgard-only pass.
The only caller doesn't care about the class, only if it's native or not.
Simplify it appropriately.
It really isn't that hard.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14724>
These "quirks" are common for Midgard, yet are only consumed by
pan_lower_framebuffer -- a Midgard-only pass. So the quirks should be removed
and inlined into their users. Thid removes MIDGARD_QUIRKS altogether.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14724>
Extend store_combined_output_pan to take a dual source blend input in
addition to colour, depth, and stencil inputs. Use the last source for
this, and represent the type with the DEST_TYPE index. This is a hack
but there is no SRC2_TYPE and NIR doesn't seem to mind as long as we
know what we mean. This allows the backend to emit a combined "blend
render target #0" instruction taking two sources.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13714>
Combine depth/stencil writeout redundancy. This simplifies the code and
will allow us to add dual source blend handling without duplicating even
more code.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13714>
The number of varying records we need to reserve in the worst case is
greater than the number of source-level varyings we advertise
(gl_Position, gl_PointSize...)
We advertise MAX_VARYINGS source level varyings, which means anywhere we
manipulate varyings we need up to (MAX_VARYINGS + max non-source level
varyings) records. Add a PAN_MAX_VARYINGS define for this and use it
throughout.
Fixes a buffer overflow in Piglit glsl-max-varyings, which now passes
instead of crashes.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13070>
The number of special varyings on midgard can influence how much space
we need to allocate for varyings in the compiler ABI. Move the enum so
we can get access it.
No functional change. This is cc stable purely so the following patches
can be backported.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13070>
This is needed to allow lowering blend operations in fragment shaders
when the blend operation uses dynamic blend constants.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13060>
It's just a matter of taking the sign bit into account in the
pack/unpack routines.
Needed for panvk rgb10a2_sint blits.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12793>
The components are re-ordered before packing/unpacking, so nothing to
do here except adding the missing case in the switch statements.
Needed for panvk bgr10a2_uint blits.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12793>
The output swizzle defined in the render-target descriptor is ignored
when the format is RAW. In that case, we have to swap the components
when lowering FB stores/loads if we want to get the right color.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12793>
The Vulkan copy shaders sometimes need to partially write a texel and
issue a load on the FRAGOUT variable in that case, but they do know
the format of the tile buffer in advance in that case. Let's not add an
RT_CONVERSION sysval if we can avoid it.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12095>