If the last line of an ARB program has a comment, the program will
fail to parse, because the lexer only considers a comment valid if
it ends in a newline, not EOF. The parser then fails on the '#'.
Reviewed-by: Joshua Ashton <joshua@froggi.es>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16230>
Apparently we were only keying off the presence of a real stipple pattern
being set, and completely ignoring when the app does glDisable().
Add in the actual enable bit as an additional discriminator to determine
if we should be doing polygon stippling.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16254>
TODO: Make the secondary opcode field wider so that FATAN_ASSIST can
be split into two instructions
[Alyssa: Fixes to the hardware behaviour.]
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15588>
On Bifrost, this is very easy: there's an RSD bit to Y-flip gl_PointCoord. It
should map perfectly to the Gallium bit. With this change, we no longer use
lower_pntc_ytransform on Bifrost, saving a bit of ALU when reading point
coordinates.
On Valhall, this is quite hard: the bit is in the framebuffer descriptor now!
That means it can't be changed in a batch. This is expected to be ok: on GLES
and VK, the origin is controlled only by the framebuffer orientation. It's a
bigger problem on big GL, where GL_POINT_SPRITE_COORD_ORIGIN can be set freely.
To cope, a tri-state data structure is used for the state tracking. This has a
failure case on Valhall: every draw toggling the coord origin. However, the
intention of the ORIGIN state bit is smoothing over coordinate system
differences; it should never /actually/ change once set. Until we see an app
doing something so stupid, I don't think we should worry about.
We need all the Valhall tri-state infrastructure for handling provoking vertices
on big GL anyway.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16173>
Since we don't export the relevant CAP, the state tracker calls
nir_lower_clip_vs for us. However, for some reason we're still responsible for
calling nir_lower_clip_fs. Now that we have sane shader key infrastructure,
let's do so.
Fixes the floor rendering wrong in the title screen of Neverball.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16173>
Extract the "compile a new variant" routine from the "select and bind a variant"
routine. This allows us to simplify the control flow, eliminating the `compiled`
boolean on the shader structure.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16173>
Rather than clever key compare/initialize code, let's make the shader keys plain
old data. This makes it easier both to extend and to optimize the shader keys.
Keys are compared with a simple memcmp(). I considered a hash table but I don't
think we have enough variants (or large enough keys) to justify the overhead.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16173>
This ensures we always have NIR available in the shader state. It also saves a
(trivial) amount of recomputation if multiple TGSI variants are needed.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16173>
In Vulkan, it's possible to create a pipeline with no fragment shader that's
still expected to rasterize. This is useful for depth/stencil side effects, and
is closely related to the "fragment shader required" optimization we do in the
GLES driver. Refactor the RSD emit code to handle this case.
Fixes dEQP-VK.pipeline.stencil.nocolor.*
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16204>
The "fragment shader required?" computed state is about fragment shader side
effects. There may be no fragment shader required but depth/stencil side effects
meaning that rasterization is nonoptional. What actually gates rasterization is
the rasterizer discard bit. Use that instead.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16204>
Otherwise wide lines break. The alternative approach is to eliminate the points
writes when not drawing points since we do have topology information at compile
time. I'm admittedly stuck in my GL mindset. That's the approach we'll need for
Valhall anyway.
Fixes dEQP-VK.rasterization.interpolation.basic.lines_wide
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16204>
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>
While using three component texture formats results in CTs failures,
three component vertex attributes are fine, and not allowing them
results in significant performance regressisons.
Fixes: e41958e344
r600: Disable eight bit three channel formats
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6399
v2: rename function to is_buffer_format_supported (Emma)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16267>
Discrete platforms don't have LLC, but on those, we mmap our buffers
with WC. So we shouldn't need to clflush there.
Anv already had a boolean field on the physical device to know whether
we need to use clflush(), based off the memory heaps available. So use
that instead.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15780>
981bd8cbe2 moved outputs removing handling to NIR, but instead of
applying it only to the last stage before the FS this now applies
it to both the GS and the VS.
This commit fixes this by clearing the kill_outputs field for
the VS when using a ES-GS shader.
Fixes: 981bd8cbe2 ("radeonsi: apply key.ge.opt.kill_{outputs,pointsize,clipdistance} in NIR")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16249>
Layout transitions are not relevant to us, we only care about barriers
that involve a sync point between read/write actions on the image across
GPU jobs.
Image transitions from undefined layout can only happen before the image
is ever used by the GPU, which means they are never relevant to our
implementation.
This improves performance in vkQuake.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16235>