This helper was only called from _mesa_BindTextureUnit(). It's simpler
to just inline it.
The error check / code / message in the helper was incorrect. It was
written for glBindTextures(), not glBindTextureUnit(). The correct
error for a bad texture unit number is GL_INVALID_VALUE. The error
message now reports the unit number rather than a GL_TEXTUREi enum.
Fixes a failure in piglit's arb_direct_state_access-bind-texture-unit test.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Before, we were doing the actual _mesa_reference_texobj() call and
ctx->Driver.BindTexture() and misc housekeeping in three different
places. This consolidates the common code in a new bind_texture()
function.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Since we store both in UniformBlocks, we can't just compute the index by
subtracting the array address start, we need to count the number of
buffers of the approriate type.
v2:
- Just fall back to calc_resource_index (Tapani)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The old code had some significant problems with respect to
sampler2DArray textures. The biggest problem was that some of the code
would use vec3 for the texture coordinate type, and other parts of the
code would use vec2. The resulting shader would not even compile.
Since there were not tests for this path, nobody noticed.
The input to the fragment shader is always treated as a vec3. If the
source data is only vec2, the vertex puller will supply 0 for the .z
component. The texture coordinate passed to the fragment shader is
always a vec2 that comes from the .xy part of the vertex shader input.
The layer, taken from the .z of the vertex shader input is passed
separately as a flat integer. If the generated fragment shader does not
use the layer integer, the GLSL linker will eliminate all the dead code
in the vertex shader.
Fixes the new piglit tests "blit-scaled samples=2 with
gl_texture_2d_multisample_array", etc. on i965.
Note for stable maintainer: This patch may depend on 46037237, and that
patch should be safe for stable.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: Topi Pohjolainen <topi.pohjolainen@intel.com>
Cc: Jordan Justen <jordan.l.justen@intel.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Add comments that link the driver's miptree structures to the hardware
structures documented in the PRM. This provides sorely needed
orientation to developers new to the miptree code. And for miptree
veterans, this clarifies some of the more obscure miptree data.
For each driver struct field that closely corresponds to a
hardware struct field, add a PRM reference to that hardware field's
name. For example,
struct intel_mipmap_tree {
...
/**
* @brief One of GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, etc.
*
* @see RENDER_SURFACE_STATE.SurfaceType
* @see RENDER_SURFACE_STATE.SurfaceArray
* @see 3DSTATE_DEPTH_BUFFER.SurfaceType
*/
GLenum target;
...
};
Also annotate the INTEL_MSAA_LAYOUT_* enums with the name of the PRM
sections that documents the layout.
v2: Replace "2D subimage" with "slice", and define what a "slice" is.
For Ben.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> (v1)
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com> (v1)
The values of intel_mipmap_tree::align_w and ::align_h correspond to the
hardware enums HALIGN_* and VALIGN_*.
See the confusion?
align_h != HALIGN
align_h == VALIGN
Reduce the confusion by renaming the variables to match the hardware
enum names:
git ls-files |
xargs sed -i -e 's/align_w/halign/g' \
-e 's/align_h/valign/g'
Suggested-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Because that's what it is. It's an untiled, *linear* miptree.
v2:
- Add space after /*.
- Use one comment per function argument.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
The comment for intel_miptree_map::mode claimed that it was a bitmask of
GL_MAP_{READ,WRITE,INVALIDATE}_BIT. In reality, the bitmask may include
any of {GL,BRW}_MAP_*_BIT.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
Clarify that this bit extends the set of GL_MAP_*_BIT enums.
Also fix typo of "temporary".
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
Jason open coded this in 60befc63 when cleaning up some ugly code;
using our existing helper tidies it up a bit more.
v2: Drop inline (suggested by Matt).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bring over the following fix from i965:
commit fb3d62fe3d
Author: Kenneth Graunke <kenneth@whitecape.org>
Date: Tue Aug 6 14:36:09 2013 -0700
i965: Remember to call intel_prepare_render() before blitting.
Fixes a crash in the following piglit tests:
bin/fbo-sys-blit -auto
bin/fbo-sys-sub-blit -auto
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
i915 fragment programs utilize the texture coordinate registers
for both texture coordinates and varyings. Unfortunately the
code doesn't check if the same index might be in use for both.
It just naively uses the index to pick a texture unit, which
could lead to collisions.
Add an extra mapping step to allocate non conflicting texture
units for both uses.
The issue can be reproduced with a pair of simple shaders like
these:
attribute vec4 in_mod;
varying vec4 mod;
void main() {
mod = in_mod;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
varying vec4 mod;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, vec2(gl_TexCoord[0])) * mod;
}
Fixes many piglit tests on i915:
glsl-link-varyings-2
glsl-orangebook-ch06-bump
interpolation-none-gl_frontcolor-smooth-fixed
interpolation-none-gl_frontcolor-smooth-none
interpolation-none-gl_frontcolor-smooth-vertex
interpolation-none-gl_frontsecondarycolor-smooth-fixed
interpolation-none-gl_frontsecondarycolor-smooth-vertex
interpolation-none-gl_frontsecondarycolor-smooth-none
interpolation-none-other-flat-fixed
interpolation-none-other-flat-none
interpolation-none-other-flat-vertex
interpolation-none-other-smooth-fixed
interpolation-none-other-smooth-none
interpolation-none-other-smooth-vertex
v2 [idr]: Minor formatting tweaks.
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
I830_UPLOAD_RASTER_RULES and I830_UPLOAD_TEX(0) are trying to occupy
the same bit. Move the texture bits upwards a bit to make room for
I830_UPLOAD_RASTER_RULES.
Now the driver will actually upload the raster rules which is rather
important to get the provoking vertex right. Fixes the appearance
of glxgears teeth on gen2.
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Commit 1665d29ee3 introduced an incorrect
format specifier that operates on GLintptr indirect within the function
_mesa_DispatchComputeIndirect().
This patch mitigates the introduced GCC warning:
src/mesa/main/compute.c: In function '_mesa_DispatchComputeIndirect':
src/mesa/main/compute.c:53:7: warning: format '%d' expects argument of type 'int', but argument 3 has type 'GLintptr' [-Wformat=]
_mesa_debug(ctx, "glDispatchComputeIndirect(%d)\n", indirect);
^
v2: Amend for Boyan Ding <boyan.j.ding@gmail.com> feedback.
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
intel_update_winsys_renderbuffer_miptree() will release the existing
miptree when wrapping a new DRI2 buffer, so we can remove the early
release and so prevent a NULL mt dereference should importing the new
DRI2 name fail for any reason. (Reusing the old DRI2 name will result
in the rendering going astray, to a stale buffer, and not shown on the
screen, but it allows us to issue a warning and not crash much later in
innocent code.)
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86281
Reviewed-by: Martin Peres <martin.peres@linux.intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
From GLSL 1.50 spec, section 4.1.8 "Structures":
"Structures must have at least one member declaration."
So the base_alignment should be higher than zero.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
If the string being copied is not NULL-terminated the result of
strlen() is undefined.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Fix OpenGL ES 3.1 conformance tests: advanced-readWrite-case1-vsfs
and advanced-matrix-vsfs.
v2:
- Fix SHADER_OPCODE_MEMORY_FENCE emission and the allocation of 'tmp'
(Francisco).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
From ARB_program_interface_query:
"For an active shader storage block member declared as an array, an
entry will be generated only for the first array element, regardless
of its type. For arrays of aggregate types, the enumeration rules are
applied recursively for the single enumerated array element."
v2:
- Simplify 'if' conditions and return true if it is not a buffer
variable, because these rules only apply to buffer variables (Timothy).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
This matches the function signature created in
lower_ubo_reference_visitor::ssbo_store which has a void return.
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
At least on Intel hardware, gl_PrimitiveIDIn comes in as a special part
of the payload rather than a normal input. This is typically what we
use system values for. Dave and Ilia also agree that a system value
would be nicer.
At some point, we should change it at the GLSL IR level as well. But
that requires changing most of the drivers. For now, let's at least
make NIR do the right thing, which is easy.
v2: Add a comment about not creating a temporary (suggested by Iago).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
For 8-bit RGB(A) texture formats we set the PIPE_BIND_RENDER_TARGET flag
to try to get a hardware format which also supports rendering (for FBO
textures). Do the same thing for floating point formats.
This allows the Redway3D Flat demo to run.
Cc: 10.6 11.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
I've temporarily added code like this many times. Wrap it in a
conditional that can be enabled when needed.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This code also sets cs_prog_data->uses_num_work_groups which is later
used by state setup to indicate that the gl_NumWorkGroups surface
needs to be setup.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This will only be setup when the prog_data uses_num_work_groups
boolean is set.
At this point nothing will set uses_num_work_groups, but soon code
will set it when emitting code for the intrinsic that loads
gl_NumWorkGroups.
We can't emit this surface information earlier at the start of the
DispatchCompute* call because we may not have generated the program
yet. Until we generate the program, we don't know if the
gl_NumWorkGroups variable is accessed.
We also can't emit the surface as part of the brw_cs_state atom,
because we might not need the surface if gl_NumWorkGroups is not used
by the program.
Lastly, we cannot emit the surface later (after state upload) in the
DispatchCompute* call, because it needs to be run before the
brw_cs_state atom is emitted, since it changes the surface state.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
If glDispatchComputeIndirect is used, then the value for this variable
must be read from the indirect BO.
To allow the same generated code to support indirect and
glDispatchCompute, we will also setup a BO for the number of work
groups using the intel_upload_data mechanism. This will only be
required if the gl_NumWorkGroups variable is accessed.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
We will need this in an atom to setup a surface to read the
gl_NumWorkGroups values from.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Unlike rendering (BINDING_TABLE_POINTERS_*S), compute doesn't have a
binding table pointers command. Instead it is part of the
MEDIA_INTERFACE_DESCRIPTOR structure loaded by the brw_cs_state atom.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
We need to re-emit push constansts when a new batch is started since
the push constants are stored in the batch. We also need to re-emit
the MEDIA_INTERFACE_DESCRIPTOR (in brw_cs_state) since it is stored in
the batch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Patch also refactors name length queries which were using array size
in computation, this has to be done in same time to avoid regression in
arb_program_interface_query-resource-query Piglit test.
Fixes rest of the failures with
ES31-CTS.program_interface_query.no-locations
v2: make additional check only for GS inputs
v3: create helper function for resource name length
so that it gets calculated only in one place
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Martin Peres <martin.peres@linux.intel.com>
The comment says that it should be impossible for decl_type to be NULL
here, so don't try to handle the case where it is, simply add an assert.
>>> CID 1324977: Null pointer dereferences (FORWARD_NULL)
>>> Comparing "decl_type" to null implies that "decl_type" might be null.
No piglit regressions observed.
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Add an assert on the result of as_dereference() not being NULL:
>>> CID 1324978: Null pointer dereferences (NULL_RETURNS)
>>> Dereferencing a null pointer "deref_record->record->as_dereference()".
Since we are introducing a new variable to hold the result of
as_dereference(), take the opportunity to rename deref_record_type to
interface_type and just name the new variable interface_deref, which is
less confusing.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
We don't use param in this part of the code, so no point in advancing
the pointer forward:
>>> CID 1324983: Code maintainability issues (UNUSED_VALUE)
>>> Assigning value from "param->get_next()" to "param" here, but that stored value is overwritten before it can be used.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
v2:
- Add strndup.h to Makefile.sources (Emil)
- Use calloc instead of malloc (Emil).
- Check if allocation fails (Emil, Jose)
- Add '#pragma once' and include stdlib.h to strndup.h (Jose)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92124
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Because it counts shader storage blocks too.
v2:
- Use NumBufferInterfaceBlocks instead (Jordan).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
NumUniformBlocks also counts shader storage blocks.
NumUniformBlocks variable will be renamed in a later patch to avoid
misunderstandings.
v2:
- Modify the condition to use !IsShaderStorage and the list of
uniform blocks (Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
This condition restricts the use of fast copy blit to cases
where starting pixel of src and dst is oword (16 byte) aligned.
Many piglit tests (if using fast copy blit in Mesa) failed earlier
because I missed adding this condition.Fast copy blit is currently
enabled for use only with Yf/Ys tiling.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
The bo will often come from a slab in which case it doesn't matter. But
for larger allocations this will be in its own bo, and we have to make
sure to wait until it's no longer used in order for it to be freed.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Marcin Ślusarz <marcin.slusarz@gmail.com>
If there is an unflushed fence on the bo, then the resource may still be
used in commands built up in the local pushbuf. Flushing can cause all
sorts of unwanted effects, so just free the bo when the relevant fence
is hit.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Marcin Ślusarz <marcin.slusarz@gmail.com>
Deleting a buffer does not flush the command stream. Make sure that we
wait for the copies to finish before deleting the temporary bo.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Marcin Ślusarz <marcin.slusarz@gmail.com>
This function isn't specific to miptrees. So, drop the "miptree"
from function name.
V3: Add a comment explaining how the 1D Array texture height and
depth is interpreted by Intel hardware.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
I misinterpreted the alignmnet restriction in XY_FAST_COPY_BLT earlier.
Instead of checking pitch for 64KB alignmnet we need to check it for
tile widh alignment.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Current code checks the alignment restrictions only for Y tiling.
From Broadwell PRM vol 10:
"pitch is of 512Byte granularity for Tile-X: This means the tiled-x
surface pitch can be (512, 1024, 1536, 2048...)/4 (in Dwords)."
This patch adds the restriction for X tiling as well.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Chad Versace <chad.versace@intel.com>
It takes care of using the correct tile width if we later use other
tiling patterns for aux miptree.
V2: Remove the comment about using Yf for aux miptree.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
This will require change in the parameters passed to
intel_miptree_get_tile_masks().
V2: Rearrange the order of parameters. (Ben)
Change the name to intel_get_tile_masks(). (Topi)
V3: Use temporary variables in intel_get_tile_masks()
for clarity. Fix mask_y computation.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
V2:
- Do the tile width/height computations in the new helper
function and use it later in intel_miptree_get_tile_masks().
- Change the name to intel_get_tile_dims().
V3: Return the tile_h in number of rows in place of bytes.
Document the units of tile_w, tile_h parameters.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
When validating format+type+internalFormat for texture pixel operations
on GLES3, the effective internal format should be used if the one
specified is an unsized internal format. Page 127, section "3.8 Texturing"
of the GLES 3.0.4 spec says:
"if internalformat is a base internal format, the effective internal
format is a sized internal format that is derived from the format and
type for internal use by the GL. Table 3.12 specifies the mapping of
format and type to effective internal formats. The effective internal
format is used by the GL for purposes such as texture completeness or
type checks for CopyTex* commands. In these cases, the GL is required
to operate as if the effective internal format was used as the
internalformat when specifying the texture data."
v2: Per the spec, Luminance8Alpha8, Luminance8 and Alpha8 should not be
considered sized internal formats. Return the corresponding unsize format
instead.
v4: * Improved comments in
_mesa_es3_effective_internal_format_for_format_and_type().
* Splitted patch to separate chunk about reordering of
error_check_subtexture_dimensions() error check, which is not directly
related with this patch.
v5: Dropped the splitted patch because it was actually a work around 3
dEQP tests that are buggy:
dEQP-GLES2.functional.negative_api.texture.texsubimage2d_neg_offset
dEQP-GLES2.functional.negative_api.texture.texsubimage2d_offset_allowed
dEQP-GLES2.functional.negative_api.texture.texsubimage2d_neg_wdt_hgt
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
This function will be needed as part of validating the combination of format,
type and internal format of texture pixel operations, which happens in
glformats files. Specifically, we want to be able to obtain the base format
of a resolved effective internal format, to compare it with the original
internal format passed.
Also, since this function deals solely with GL formats, it fits better in
glformats where the rest of similar format functionality rests.
The function is moved as-is, without any modification.
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
The more specific GLES constrains should be checked after the general
validation performed by _mesa_error_check_format_and_type(). This is also
for consistency with the error checks order of glTexSubImage ops.
v3: The change of order uncovered a bug that regresses a couple of piglit
tests written against OpenGL-ES 1.1 spec, which expects an INVALID_VALUE
instead of the INVALID_ENUM returned by _mesa_error_check_format_and_type()
when an invalid format is passed to glTexImage2D. This version of the patch
accounts for those cases.
Fixes 1 dEQP test:
* dEQP-GLES3.functional.negative_api.texture.teximage2d
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
IVB and VLV hang sporadically when an untyped surface read or write
message is used to access a surface of format other than RAW, as may
happen when there is a mismatch between the format qualifier of the
image uniform and the format of the actual image bound to the
pipeline. According to the spec this condition gives undefined
results but may not lead to program termination (which is one of the
possible outcomes of the hang). Fix it by checking at runtime whether
the surface is of the right type.
Fixes the "arb_shader_image_load_store.invalid/format mismatch" piglit
subtest.
Reported-by: Mark Janes <mark.a.janes@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91718
CC: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This will be used to share the same logic between buffer and image
creation.
v2: Make memory flag set constants local to validate_flags. (Serge
Martin)
This reverts commit 586142658e.
The specs are not explicit about any restrictions related to the types allowed
on buffer variables, however, the description of opaque types (like atomic
counters) is in conclict with the purpose of buffer variables:
"The opaque types declare variables that are effectively opaque
handles to other objects. These objects are
accessed through built-in functions, not through direct reading or
writing of the declared variable.
(...)
Opaque variables cannot be treated as l-values;(...)"
Also, Mesa is already disallowing opaque types in interface blocks anyway, so
that commit was not really achieving anything.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Found by Coverity
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Albert Freeman <albertwdfreeman@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
With static vertex counts, the final EOT write doesn't actually write
any data - it's just there to end the thread. Typically, the last
thing before ending the thread will be an EmitVertex() call, resulting
in a URB write. We can just set EOT on that.
Note that this isn't always possible - there might be an intervening
SSBO write/image store, or the URB write may have been in a loop.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3173 -> 3149 (-0.76%)
instructions in affected programs: 176 -> 152 (-13.64%)
helped: 8
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
GS_OPCODE_SET_WRITE_OFFSET is a MUL with a constant src[1] and special
strides. We can easily make the generator handle constant src[0]
arguments by instead generating a MOV with the product of both operands.
This isn't necessarily a win in and of itself - instead of a MUL, we
generate a MOV, which should be basically the same cost. However, we
can probably avoid the earlier MOV to put src[0] into a register.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3207 -> 3173 (-1.06%)
instructions in affected programs: 3207 -> 3173 (-1.06%)
helped: 11
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Broadwell's 3DSTATE_GS contains new "Static Output" and "Static Vertex
Count" fields, which control a new optimization. Normally, geometry
shaders can output arbitrary numbers of vertices, which means that
resource allocation has to be done on the fly. However, if the number
of vertices is statically known, the hardware can pre-allocate resources
up front, which is more efficient.
Thanks to the new NIR GS intrinsics, this is easy. We just call the
function introduced in the previous commit to get the vertex count.
If it obtains a count, we stop emitting the extra 32-bit "Vertex Count"
field in the VUE, and instead fill out the 3DSTATE_GS fields.
Improves performance of Gl32GSCloth by 5.16347% +/- 0.12611% (n=91)
on my Lenovo X250 laptop (Broadwell GT2) at 1024x768.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3227 -> 3207 (-0.62%)
instructions in affected programs: 242 -> 222 (-8.26%)
helped: 10
v2: Don't break non-NIR paths (just skip this optimization).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
The visitor was setting a mlen that was wrong for Broadwell, but the
generator was ignoring it and doing the right thing regardless. We may
as well move the logic fully into the visitor. This will be useful in
the next commit as well.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Some hardware (such as Broadwell) can run geometry shaders more
efficiently when the number of vertices emitted is statically known.
This pass provides a way to obtain the constant vertex count, or
-1 indicating that the vertex count is unknown/non-constant.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
The old code was disasterously complex - spread across multiple atoms
which may not even run, inspecting the dirty bits to try and decide
whether it was necessary to do checks...storing VS information in
brw_context...extra flagging...
This code tripped me and Carl up very badly when working on the
shader cache code. It's very fragile and hard to maintain.
Now that geometry shaders only depend on their inputs and don't have
to worry about the VS VUE map, we can dramatically simplify this:
just compute the VUE map coming out of the geometry shader stage
in brw_upload_programs. If it changes, flag it. Done.
v2: Also check vue_map.separable.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Because we only support geometry shaders in core profile, we can safely
ignore any driver-extending of VS outputs.
Those are:
- Legacy userclipping (doesn't exist in core profile)
- Edgeflag copying (Gen4-5 only, no GS support)
- Point coord replacement (Gen4-5 only, no GS support)
- front/back color hacks (Gen4-5 only, no GS support)
v2: Rebase; leave a comment about why SSO works.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Previously, our VUE map code always assigned slots to varyings
sequentially, in one contiguous block.
This was a bad fit for separate shaders - the GS input layout depended
or the VS output layout, so if we swapped out vertex shaders, we might
have to recompile the GS on the fly - which rather defeats the point of
using separate shader objects. (Tessellation would suffer from this
as well - we could have to recompile the HS, DS, and GS.)
Instead, this patch makes the VUE map for separate shaders use a fixed
layout, based on the input/output variable's location field. (This is
either specified by layout(location = ...) or assigned by the linker.)
Corresponding inputs/outputs will match up by location; if there's a
mismatch, we're allowed to have undefined behavior.
This may be less efficient - depending what locations were chosen, we
may have empty padding slots in the VUE. But applications presumably
use small consecutive integers for locations, so it hopefully won't be
much worse in practice.
3% of Dota 2 Reborn shaders are hurt, but only by 2 instructions.
This seems like a small price to pay for avoiding recompiles.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Our plan of assigning consecutive slots doesn't work properly for
separate shader objects - at least, if we want to avoid recompiling them
whenever the interface changes.
As a first step, make assign_vue_map take an explicit slot parameter,
rather than implicitly incrementing it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Nothing actually relies on unused slots being initialized to
BRW_VARYING_SLOT_COUNT. Soon, we're going to have VUE maps with holes
in them, at which point pre-filling with BRW_VARYING_SLOT_PAD make a lot
more sense.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
We can't just break for padding slots. Instead, treat them like
unwritten output variables, so we handle flushing and incrementing
urb_offset correctly.
Paul introduced the concept of padding slots back in 2011, but we've
never actually used them for anything. So it's unsurprising that the
scalar VS backend didn't handle them quite right.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
if app pass 0 as frame_rate_num, it should not be encoded to the VUI.
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>