GLES3 supports pause/resume of xfb. However since there's no geometry
shader support in ES3, it's a lot easier to figure out the offsets to
use. This makes it work for the dEQP tests at least.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8346>
In DXIL, the FMA instruction only supports 64-bit operations. However,
back when we implemented support for this, there were only a single
switch for lowering all ffma instructions, so we couldn't easily use it.
But now that there's separate flags to lower ffma on 16, 32 and 64 bit,
we can lower 16 and 32 bit ffmas, and leave 64 bit ffmas alone.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8349>
When I originally added the FFMA opcode here, I added the FMAD opcode
instead of the FMA opcode. The reason for this is that it works on
32-bit values as well, so that seemed like a better fit.
But that's not correct, as the FMA opcode isn't a fused operation, so
let's correct the opcode.
This isn't currently in use, because we currently lower away all ffma
opcodes on the NIR level, but that's about to change.
While we're at it, let's also update the opcode name to match the DXIL
documentation.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8349>
We don't support stencil-exports yet, and even when we will, we might
not support it on all hardware. So we really need an alternative plan
here, even when render_condition_enable is true.
Fixing this properly is much more involved, and depends on reworking
render-condition along the lines that we do in !7746 to support pausing
and resuming properly first. So let's do the minimal thing, which is to
allow this to work in cases where no render-condition is active.
Fixes: 767f70dfe1 ("gallium/util: fix util_can_blit_via_copy_region for conditional rendering")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4056
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8379>
To properly support multi-planar images, we don't want to set metadata
on anything other than the first plane. To achieve this radv currently
checks for the image TILING and assumes LINEAR means it's not the first
plane.
However this doesn't account for images with a single LINEAR plane. We
still want to set metadata on those, e.g. to properly set the scanout
bit in the tiling flags.
Instead of checking for LINEAR, check if the offset is zero. Only the
first plane has a zero offset on AMD.
This mirrors the radeonsi logic [1].
While at it, move the metadata declaration into the if block.
[1]: 6fecdc6dda/src/gallium/drivers/radeonsi/si_texture.c (L710)
Signed-off-by: Simon Ser <contact@emersion.fr>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8086>
some vulkan drivers (e.g., amdvlk) advertise absolutely huge values here,
resulting in bitmask overflows everywhere since gallium assumes a max of
32 for vertex inputs and nir uses 64bit types for others
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8318>
Since sparse fetch/load uses vec5 destinations, it may be possible that we
encounter nir_op_vec5.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7775>
Since sparse fetch/load uses vec5 destinations, it may be possible that we
encounter nir_op_vec5.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7775>
We will want both a VDATA operand and a sampler for some TFE/LWE MIMG
instructions.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7775>
The ISA docs were inconsistent about what this flag does, but that seems
fixed in the RDNA doc.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7775>
The lack of this broke scheduled pipelines, because they attempted
to create a meson-windows-vs2019 job, which couldn't work (because the
windows_build_vs2019 job doesn't exist in scheduled pipelines).
Fixes: 84c8a35aa2 "CI: Add Windows source dependency map"
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8360>
This fixes a performance regression for games (eg. Youngblood) that
declare all images as concurrent. This is likely buggy for compute
queues but this just restores the previous behaviour for now.
Fixes: f4f096805b ("radv: fix TC-compat HTILE images with DST_OPTIMAL on the compute queue")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8351>
It wasn't expected to also enable inside render loops.
Fixes: 4bb92d9145 ("radv: enable TC-compat HTILE in GENERAL on GFX10+")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8351>
This was missing, it can be enabled with RADV_PERFTEST=tccompatcmask.
Note that this feature is still experimental.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8350>
NTT doesn't handle uniforms, and requires them to have been lowered to
UBOs. But for drivers that don't set
nir_shader_compiler_options::lower_uniforms_to_ubo to true, this won't
have happened yet. Neither Zink nor V3D sets this option, and in the
case of Zink this isn't trivial to change.
So let's lower uniforms to UBOs in this case in NTT instead.
Fixes: 03c60762f5 ("gallium/ntt: Fix load_ubo_vec4 buffer index setup.")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4047
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8365>
In order to handle blitting the stencil aspect of a depth-stencil
resource, use aspect-specific pipe formats in the aspect_mask loop.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
When blitting just the stencil aspect, the source and destination
resources are prepared/setup twice. Move the unconditional resource
setup into the aspect_mask loop to avoid this.
In addition, use the aspect provided by the loop instead of the mask
provided by the info parameter.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
Use iris_resource_prepare_texture in iris_blit to avoid partial resolves
for sRGB <-> linear texture views. This affects a trace of L4D2.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
Instead of having a depth-specific assertion in a generic portion of
iris_blit, move it into the depth-specific cases of
iris_resource_texture_aux_usage. Since iris_blit calls that function,
the test still occurs.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
Before this change, iris_blit would prepare the depth buffer in a
depth-stencil resource even when only the stencil aspect was used for the
blit. Use the aspect mask to prepare the correct resource.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
These tests should work, and be built, even if you're only building
gallium drivers.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8353>
The table constructor and the table lookup were doing different things
for big-endian. This fixes MesaFormatsTest.FormatFromFormatAndType and
MesaFormatsTest.FormatMatchesFormatAndType failing to round-trip for
GL_RGBA / GL_SHORT, which we're not currently running in CI for s390x,
but which a subsequent commit will enable.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8353>
Compute the number of components of the destination vector from the
bitsize when eg. a 16-bit vec2 vertex fetches is splitted. This is
because the dst will be a v1, so the p_create_vector should be created
from two v2b fro both sizes to match.
This prevents a regression from the next change which will split
typed vertex buffer loads on GFX6 and GFX10+.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8363>
Not sure why I thought this was correct, but we should consider them for
optimization purposes.
Fixes: ce9205c03b ('nir: add a load/store vectorization pass')
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4202>
There is a path to blit stencil buffers reinterpreting the stencil data
as an RGBA8888 or R8 float texture.
This works fine except for the case when the stencil buffer is
multisampled, and the blit operation needs to resolve it: an average of
the samples is done, which is incorrect, as only one sample must be
used.
This can be observed n the piglit test
`ext_framebuffer_multisample-unaligned-blit 2 stencil downsample -auto
-fbo`, specifically in the triangles border.
To avoid this averaging, let's reinterpret the stencil data as RGBA8888
or R8 uint texture.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8361>
This assumption becomes incorrect with RADV_PERFTEST=cswave32.
Games include Detroit: Become Human and Doom Eternal.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7918>