Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Cleanup.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This mirrors the vs/gs keys, and will be needed when adding images
support.
The const changes also mirror how the draw code work (as is needed
when we add images)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Not sure how I missed this before, but compswap was hitting an
assert here as it is it's own special case.
Fixes: b5ac381d8f ("gallivm: add buffer operations to the tgsi->llvm conversion.")
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Looks like a copy/paste error. This patch prevents a segfault when
running the following on BDW:
INTEL_DEBUG=no8,no16,do32 ./deqp-vk -n \
dEQP-VK.subgroups.arithmetic.compute.subgroupmin_dvec4
For the curious, the message we're getting is:
CS compile failed: Failure to register allocate. Reduce number
of live scalar values to avoid this.
Fixes: 864737ce6c ("i965/fs: Build 32-wide compute shader when needed.")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
No driver implements them yet, but this is a long way toward gallium
having matching format enums for Mesa formats.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
To add ASTC 3D compression formats, we need to be able to express the
block depth. While I'm touching every line, line up the columns of
the CSV again as they've drifted over time.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When moving constants, if switching to a floating-point representation
doesn't break anything, we'd rather have an fmov than an imov,
permitting inlining the constant in many circumstances.
total quadwords in shared programs: 3408 -> 3366 (-1.23%)
quadwords in affected programs: 1188 -> 1146 (-3.54%)
helped: 41
HURT: 0
helped stats (abs) min: 1 max: 2 x̄: 1.02 x̃: 1
helped stats (rel) min: 0.19% max: 25.00% x̄: 9.65% x̃: 11.11%
95% mean confidence interval for quadwords value: -1.07 -0.98
95% mean confidence interval for quadwords %-change: -11.38% -7.93%
Quadwords are helped.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Storing constants as float doesn't make sense when we have integer
instructions; better to switch to be integer natively and coerce to/from
float rather than the opposite.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This fixes dEQP-GLES3.functional.texture.specification subtests on iris:
- texsubimage3d_depth.depth24_stencil8_2d_array
- texsubimage3d_depth.depth32f_stencil8_2d_array
- texsubimage3d_depth.depth_component32f_2d_array
- texsubimage3d_depth.depth_component24_2d_array
- texstorage2d.format.depth24_stencil8_2d
- texstorage2d.format.depth32f_stencil8_2d
- texstorage2d.format.depth_component24_2d
- texstorage2d.format.depth_component32f_2d
- texstorage3d.format.depth24_stencil8_2d_array
- texstorage3d.format.depth32f_stencil8_2d_array
- texstorage3d.format.depth_component24_2d_array
- texstorage3d.format.depth_component32f_2d_array
Here, something appears to be going wrong with having this bit set
during blorp_copy operations for texture upload, which override the
format to R8G8B8A8_UINT.
AFAICT this bit should have no effect for integer surfaces, as it has
to do with blending, and integer blending is not a thing. So it should
be harmless to disable it.
The Windows driver appears to be setting this bit universally, so
I am unclear why we would need to. Perhaps they simply haven't run
into this issue.
Fixes: f741de236b ("isl: Enable Unorm Path in Color Pipe")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Jason suggested I remove this in review, and he's right. AFAICT this
affects blending, and that just isn't going to happen on buffers.
Fixes: f741de236b ("isl: Enable Unorm Path in Color Pipe")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For each mipmaps, the driver will store the clear values (8-bytes)
and the TC-compat zrange value (4-bytes).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The workaround was entirely in common code, and it's needed in radeonsi
too so just always do it when necessary. Fixes
KHR-GL45.shader_image_load_store.advanced-allStages-oneImage on gfx9
with LLVM 8.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
GL and Vulkan allow you to bind a single layer of a 3D texture to a 2D
image, and we weren't implementing a workaround for that on gfx9 that
TGSI was. Copy it over.
Fixes KHR-GL45.shader_image_load_store.non-layered_binding with radeonsi
NIR.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
16-bit and 32-bit values match hardware values but 8-bit doesn't.
This fixes dEQP-VK.pipeline.input_assembly.* with 8-bit index.
Fixes: 372c3dcfdb ("radv: implement VK_EXT_index_type_uint8")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl
The virgl formats are fixed in time snapshots of the gallium ones,
we just need to provide a translation table between them when
we enter the hardware.
This fixes a regression since Eric renumbered the gallium table.
Fixes: c45c33a5a2 (gallium: Remove manual defining of PIPE_FORMAT enum values.)
Bugzilla: https://bugs.freedesktop.org/111454
v1 by Dave Airlie <airlied@redhat.com>
v2: virgl: Add a number of formats to the table that are used, e.g. for vertex
attributes
v3: cover some more missing formats from a piglit run
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
pp has vector units and some operations can be optimized when bundled
together.
Benchmarking this with piglit shaders shows that the instruction count
can be greatly reduced on many examples with vectorize.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
nir vec4 fcsel assumes that each component of the condition will be used
to select the same component from the options, but pp can't implement
that since it only has 1 component for the condition.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>