Noticed while passing by. Not sure if it impacts anything, but
likely to impact GFX9 more than anything else since we lower
inputs, outputs and locals there.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
i965 and gallium handle the atomic buffer index differently. It was
just by luck that the single piglit test for this was passing.
For gallium we use the atomic binding so that we match the handling
in st_bind_atomics().
On radeonsi this fixes the CTS test:
KHR-GL43.shader_storage_buffer_object.advanced-write-fragment
It also fixes tressfx hair rendering in Tomb Raider.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This will only ever be used by gallium drivers so it probably doesn't
belong in the nir toolkit. Also we want to pass it some non NIR
things in the following patch.
To avoid regressions we wrap the lowering calls that have been moved
to st_glsl_to_nir with a quick hack so that they are only called for
radeonsi, we will replace the hack with a check for uniform packing
in a following patch.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
These will be used in the following patch to allow copying directly
to the param list when packing is enabled.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Currently everything is padded to 4 components. Making the list
more flexible will allow us to do uniform packing.
V2 (suggestions from Nicolai):
- always pass existing calls to _mesa_add_parameter() true for padd_and_align
- fix bindless param value offsets
- remove left over wip logic from pad and align code
- zero out param value padding
- whitespace fix
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Will be used to determine whether to take packing code paths or not.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Our register spilling support is nice to have since vc4 couldn't at all,
but we're still very restricted due to needing to not spill during a TMU
operation, or during the last segment of the program (which would be nice
to spill a value of, when there's a long-lived value being passed through
with little modification from the start to the end).
We could do better by emitting unspills for the last-segment values just
before the last thrsw, since the last segment is probably not the maximum
interference area.
Fixes GTF uniform_buffer_object_arrays_of_all_valid_basic_types and 3
others.
We have some cases where in subpass we want the layer but having
it be 0 and loaded in the frag shader without the vertex shader
exporting it is fine.
So don't export the layer if we don't have a value to put in it.
Fixes: d4c74aed7a (radv/multiview: mark layer_input if we have input attachments.)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
If a shader only writes to an output via a constant initializer we
need to lower it before we call nir_remove_dead_variables so that
this pass sees the stores from the initializer and doesn't kill the
output.
Fixes test failures in new work-in-progress CTS tests:
dEQP-VK.spirv_assembly.instruction.graphics.variable_init.output.float
This is ported from anv:
99b57daf4a anv/pipeline: lower constant initializers on output variables earlier
from Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For multiview we need to emit a number of sequential queries
depending on the view mask.
This avoids dEQP-VK.multiview.queries.15 waiting forever
on the CPU for query results that are never coming.
We only really want to emit one query,
and the rest should be blank (amdvlk does the same),
so we emit begin/end pairs for all the others except
the first query.
v2: fix tests
v3: split out patch.
Fixes: dEQP-VK.multiview.queries*
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This just splits out the begin/end query hw emissions,
it makes it easier to add multiview support for queries.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This fixes:
dEQP-VK.multiview.input_attachments*
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Since the intermediate states of active_stages are not used,
i.e. active_stages is read only after all stages were set into it,
just set its value before compiling the shaders.
This will allow to conditionally run certain passes based on what
other shaders are being used, e.g. a certain pass might only be
applicable to the vertex shader if there's no geometry or tessellation
shader being used.
v2: Use vk_to_mesa_shader_stage. (Lionel)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This change allows the disk shader cache to work with programs loaded
with ProgramBinary. Drivers check for LINKING_SKIPPED, and if set,
then they try to use the shader cache.
Since the program loaded by ProgramBinary is similar to loading the
shader from the disk cache, this is probably more appropriate.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Currently, we only look in the disk shader cache if we see that the
shader program is in the cache during the link step.
If the shader cache entry isn't found during the program link, there
are still some (fairly unlikely) scenarios where later it might be
useful to search the cache for gen binary programs.
1. If the cache evicts the serialized glsl cache, there might still be
valid gen program entries in the disk cache.
2. If two applications are running in parallel, then it is possible
that one may write out the cached gen program item which the other
application can then make use of.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
When the shader cache is used, this can be generated. In fact, the
shader cache uses this sha1 to lookup the serialized GL shader
program.
If a GL shader program is restored with ProgramBinary, the shaders are
not available, and therefore the correct sha1 cannot be generated. If
this is restored, then we can use the shader cache to restore the
binary programs to the program that was loaded with ProgramBinary.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
We used this to prevent usage of the disk shader cache when transform
feedback was enabled via the GL API. This is no longer used.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105444
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The fragment shader was trying to read this, but nothing
was exporting it from the vertex shader. This handles
it like the prim id export.
Fixes:
dEQP-VK.multiview.secondary_cmd_buffer.*
dEQP-VK.multiview.index.fragment_shader.*
v1.1: updated to use 0x1 (Samuel)
Fixes: e3265c10c8 (radv: Implement multiview draws.)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There was a missing absolute value when
checking if the determinant was big enough.
Fixes: https://github.com/iXit/Mesa-3D/issues/292
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Reviewed-by: Patrick Rudolph <siro@das-labor.org>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
CC: "17.3 18.0" <mesa-stable@lists.freedesktop.org>
Stateblocks with NINESBT_ALL should track all textures.
For better performance they have a faster path which
copies all the required.
This path was only tracking ps textures.
Fixes: https://github.com/iXit/Mesa-3D/issues/303
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Reviewed-by: Patrick Rudolph <siro@das-labor.org>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
CC: "17.3 18.0" <mesa-stable@lists.freedesktop.org>