Commit Graph

102905 Commits

Author SHA1 Message Date
Eric Anholt 69ae42ca4c v3d: Don't forget to initialize the buffer offset of a new winsys handle. 2018-06-21 15:56:18 -07:00
Eric Anholt ee9a6a13fb v3d, vc4: Disable valgrind checking of CLE inputs when NDEBUG is set.
For a meson -Db_ndebug=true release build on x86_64, reduces text size of
libv3d.a from 53.0k to 51.6k.  Inspired by 0d5329d626 ("anv: Disable
__gen_validate_value if NDEBUG is set.")
2018-06-21 15:46:40 -07:00
Marek Olšák a2790b134a mesa: fix glGetInteger64v for arrays of integers
Cc: 18.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:55:15 -04:00
Marek Olšák ce4b8b952a ac/surface: disallow rotated micro tile mode
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-06-21 14:42:14 -04:00
Marek Olšák 9410cd53c3 radeonsi: fix occlusion queries with 16x AA without FBO attachments on Stoney
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-06-21 14:42:14 -04:00
Marek Olšák 9c21002f6e radeonsi: handle non-clearable DCC buffers as MSAA resolve dst
This is reproducible on Stoney, but other chips may be affected too.

Cc 18.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-06-21 14:42:14 -04:00
Marek Olšák 587e712eda radeonsi: disable DCC MSAA for 128bpp formats on Stoney
Cc: 18.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-06-21 14:42:14 -04:00
Rob Clark 6764aae169 docs: update freedreno features
Signed-off-by: Rob Clark <robdclark@gmail.com>
2018-06-21 08:54:48 -04:00
Rob Clark fbd154294f mesa: fix GLES 3.1 version calculation
All of ARB_gpu_shader5 is most certainly not required for GLES 3.1
(most of it is in OES_gpu_shader5 on top of GLES 3.1).

Some of what is required from ARB_gpu_shader5 is provided by
ARB_texture_gather, so check for that.  The remaining subset of
ARB_gpu_shader5 doesn't have individual extensions to check for,
but I guess it is unlikely that some driver has all of these
extensions but not, say, integer bitfield manipulation.

Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-21 08:54:47 -04:00
Rob Clark cf0c7258ee freedreno/a5xx: MSAA
Signed-off-by: Rob Clark <robdclark@gmail.com>
2018-06-21 08:54:47 -04:00
Rob Clark b6e690ef80 freedreno: update generated headers
Signed-off-by: Rob Clark <robdclark@gmail.com>
2018-06-21 08:54:47 -04:00
Rob Clark 418b3fd184 freedreno/ir3: txf_ms support
Signed-off-by: Rob Clark <robdclark@gmail.com>
2018-06-21 08:54:47 -04:00
Rob Clark d03bd103f8 freedreno/a5xx: fix gpu hangs with large compute shaders
Similar to the combined limit for VS+FS, there is an upper limit for
shader size to run from internel memory.

Signed-off-by: Rob Clark <robdclark@gmail.com>
2018-06-21 08:54:47 -04:00
Rob Clark e1e40935b4 freedreno/ir3: fix base_vertex
Fixes: c366f422f0 nir: Offset vertex_id by first_vertex instead of base_vertex
Signed-off-by: Rob Clark <robdclark@gmail.com>
2018-06-21 08:54:47 -04:00
Eduardo Lima Mitev 77e790f99a i965: Link uniforms of SPIR-V programs using the NIR linker
v2: nir_link_uniforms renamed to gl_nir_link_uniforms

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Neil Roberts ae0208e5b4 i965: Setup glsl uniforms by index rather than name matching
Previously when setting up a uniform it would try to walk the uniform
storage slots and find one that matches the name of the given
variable. However, each variable already has a location which is an
index into the UniformStorage array so we can just directly jump to
the right slot. Some of the variables take up more than one slot so we
still need to calculate how many it uses.

The main reason to do this is to support ARB_gl_spirv because in that
case the uniforms don’t have names so the previous approach won’t
work.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev 57b6184931 i965: account for NIR uniforms without name
Right now, the BRW linker code assumes nir_variable::name is always
non-NULL, but thanks to ARB_gl_spirv we will soon be linking SPIR-V
programs, and those explicitly require matching uniforms by location.
The name is just a debug hint.

Instead of checking for the name this patch makes it check for
var->num_state_slots on the assumption that everything that had an
internal name also had some state slots. This seems likely because the
two code paths that are taken when the name begins with "gl_" already
have an assert that var->state_slots is not NULL.

v2: simplified, most of it moved to glsl/nir/spirv (Neil Roberts)
v3: check for num_state_slots instead of the name. This is needed
    because we do actually have nameless builtins with SPIR-V such as
    PatchVerticesIn and we want them to hit the
    _mesa_add_state_reference code path (Neil Roberts)

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Neil Roberts 7dd96a0653 i965: Update TexturesUsed after linking the shaders
Otherwise if the shader is SPIR-V then SamplerUsed won’t have been
initialised yet so it will end up thinking no textures are used. This
was causing a crash later on if nothing causes it to regenerate
TexturesUsed before the next render.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev 4bf8b80f54 i965: Build SPIR-V programs' resource list using NIR
v2: tweak after nir_linker.h being renamed to gl_nir_linker.h

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev 3cf12c6317 nir/linker: Add nir_build_program_resource_list()
This function is equivalent to the linker.cpp
build_program_resource_list() but will extract the resources from NIR
shaders instead.

For now, only uniforms and program inputs are implemented.

v2: move from compiler/nir to compiler/glsl (Timothy Arceri)

v3: remove support for inputs, that is still WIP (spotted by Timothy
    Arceri)

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Alejandro Piñeiro 215c9359ed compiler/link: move add_program_resource to linker_util
So it could be used by the GLSL and NIR linker.

v2: (Timothy Arceri)
   * Moved from compiler to compiler/glsl
   * Method renamed to link_util_add_program_resource

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Neil Roberts 2bf91733fc nir/linker: Set the uniform initial values
This is based on link_uniform_initializers.cpp.

v2: move from compiler/nir to compiler/glsl (Timothy Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev 7a9e5cdfbb nir/linker: Add gl_nir_link_uniforms()
This function will be the entry point for linking the uniforms from
the nir_shader objects associated with the gl_linked_shaders of a
program.

This patch includes initial support for linking uniforms from NIR
shaders. It is tailored for the ARB_gl_spirv needs, and it is far from
complete, but it should handle most cases of uniforms, array
uniforms, structs, samplers and images.

There are some FIXMEs related to specific features that will be
implemented in following patches, like atomic counters, UBOs and
SSBOs.

Also, note that ARB_gl_spirv makes mandatory explicit location for
normal uniforms, so this code only handles uniforms with explicit
location. But there are cases, like uniform atomic counters, that
doesn't have a location from the OpenGL point of view (they have a
binding), but that Mesa assign internally a location. That will be
handled on following patches.

A nir_linker.h file is also added. More NIR-linking related API will
be added in subsequent patches and those will include stuff from Mesa,
so reusing nir.h didn't seem a good idea.

v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
v3: sets var->driver.location if the uniform was found from a previous
    stage (Neil Roberts).

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Alejandro Piñeiro aa95f0bc5b compiler/link: add linker_util.h, move linker_error/warning to it
Linker utilities common to the GLSL IR and NIR linker (the latter to
be used for ARB_gl_spirv).

We need to move it to a new header as the NIR linker doesn't need to
know about ir_variable, and others, included at linker.h.

v2: move from src/compiler to src/compiler/glsl (Timothy Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Neil Roberts b995bda9bc spirv: Set nir_variable->explicit_binding
When SpvDecorationBinding is encountered in the SPIR-V source it now
sets explicit_binding on the nir_variable. This will be used to
determine whether to initialise sampler and image uniforms with the
binding value.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Neil Roberts 386f09be9b spirv: Get rid of vtn_variable_mode_image/sampler
vtn_variable_mode_image and _sampler are instead replaced with
vtn_variable_mode_uniform which encompasses both of them. In the few
places where it was neccessary to distinguish between the two, the
GLSL type of the pointer is used instead.

The main reason to do this is that on OpenGL it is permitted to put
images and samplers into structs and declare a uniform with them. That
means that variables can now have a mix of uniform, sampler and image
modes so picking a single one of those modes for a variable no longer
makes sense.

This fixes OpLoad on a sampler within a struct which was previously
using the variable mode to determine whether it was a sampler or not.
The type of the variable is a struct so it was not being considered to
be uniform mode even though the member being loaded should be sampler
mode.

The previous code appeared to be using var->interface_type as a place
to store the type of the variable without the enclosing array for
images and samplers. I guess this worked because opaque types can not
appear in interfaces so the interface_type is sort of unused. This
patch removes the overloading of var->interface_type and any places
that needed the type without the array can now just deduce it from
var->type.

v2: squash in this patch the changes to anv/nir (Timothy)

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Nicolai Hähnle 23edc5b1ef spirv: translate default-block uniforms
They are supported by SPIR-V for ARB_gl_spirv.

v2 (changes on top of Nicolai's original patch):
   * Handle UniformConstant storage class for uniforms other than
     samplers and images. (Eduardo Lima)
   * Handle location decoration also for samplers and images. (Eduardo
     Lima)
   * Rebase update (spirv_to_nir options added, logging changes, and
     others) (Alejandro Piñeiro)

Signed-off-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev 3d6664763d nir/types: Add a utility wrapper to glsl_type::sampler_index()
I think it is more accurate to call it a sampler target (?).

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev f1ab16cf17 nir/types: Add a glsl_get_component_slots() utility
It is basically a wrapper around glsl_type::component_slots().

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev 2b8765b824 nir/lower_samplers: Limit assert to GLSL shader programs
Vulkan has the concept of separate image and sampler objects in the
SPIR-V code whereas GL conflates them into one. nir_lower_samplers
contains an assert to verify that sampler operand is not being set on
the nir instruction. However when the code comes from spirv_to_nir the
sampler operand is always set. GL_arb_gl_spirv explicitly states that
OpTypeSampler is not supported so it retains the GL behaviour of not
being able to seperate them. Therefore the sampler will always be the
same as the texture. This GL version of the lowering code ignores
instr->sampler and sets instr->sampler_index to the same value as
instr->texture_index. Some other places in the code (such as in
nir_print) assume that once the instruction is lowered then both
instr->texture and instr->sampler will be NULL, so to keep this
behaviour we now set instr->sampler to NULL after ignoring it to fill
in instr->sampler_index.

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Neil Roberts 652be1563f nir: Add explicit_binding to nir_variable
This is copied from the corresponding value in ir_variable. The
intention is to eventually use it in a pure-NIR linker.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Alejandro Piñeiro 8d1ec2ed5a mesa/main: add NULL name check when searching for a resource name
Since ARB_gl_spirv name reflection can be missing. piglit
shader_runner does several resource checking, so this commit is useful
to get even the more simple piglit tests running without crashing on
SPIR-V mode.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Alejandro Piñeiro a6dc3d22eb i965: use gl_shader_program_data::spirv
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Eduardo Lima Mitev a940683733 mesa/main: Add a 'spirv' flag to gl_shader_program_data
This will be used by the linker code to differentiate between programs
made out of SPIR-V or GLSL shaders.

This was rejected in the past, assuming that it was equivalent to
check for "shProg->_LinkedShaders[stage]->spirv_data != NULL". But:

  * At some points of the linking process it would be needed to check
    if _LinkerShaders[stage] is present, so the full check would be:

    "shProg->_LinkedShaders[stage] != NULL &&
     shProg->_LinkedShaders[stage]->spirv_data != NULL"

  * Sometimes you would like to do some specific to SPIR-V
    independently of the stage, or for any stage. For example, "link
    all the uniforms, for all stages". In that case checking for the
    flag would be equivalent to iterate all the _LinkedShaders and
    check if there is any spirv_data available.

The former makes readibility really worse. Both could be solved by
adding two helpers. But adding a flag seems really more simple and
readable.

v2: added justification for the flag on the commit message (Alejandro)

Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Emil Velikov 697254111b docs/release-calendar: restore the missing 18.1 column
Earlier commit removed the column, instead of adjusting the height.

Cc: Dylan Baker <dylan@pnwbakers.com>
Fixes: 0d4f338a11 ("docs: Update release-notes and calendar")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2018-06-21 12:09:39 +01:00
Emil Velikov dfb1f2759c configure: use compliant grep regex checks
The current `grep "foo\|bar"' trips on some grep implementations, like
the FreeBSD one. Instead use `egrep "foo|bar"' as suggested by Stefan.

Cc: Stefan Esser <se@FreeBSD.org>
Reported-by: Stefan Esser <se@FreeBSD.org>
Bugzilla: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=228673
Fixes: 1914c814a6 ("configure: error out if building OMX w/o supported platform")
Fixes: 63e11ac2b5 ("configure: error out if building VA w/o supported platform")
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-06-21 12:09:39 +01:00
Emil Velikov d589eddc8b glsl/tests/glcpp: reinstate "error out if no tests found"
With the recent rework of converting the shell script to a python one
the check for actual tests was dropped.

Bring that back, since it was explicitly added considering we had a ~2
year period, during which the tests were not run.

v2: use raise Exception() over  print() & return false (Dylan)

Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python
script")
Cc: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
2018-06-21 12:09:39 +01:00
Emil Velikov a2f5292c82 glsl/glcpp/tests: reinstate srcdir/abs_builddir blurb
Bring back the "detection" of the said variables, to allow
standalone execution.

Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python
script")
Cc: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2018-06-21 12:09:39 +01:00
Emil Velikov 87cebace54 glsl: fold glcpp-test-cr-lf.sh into glcpp-test.sh
As of recently both of these have been reworked so they invoke a python
script. At the same time the latter can be executed with the combined
arguments of both scripts.

AKA we no longer need to have them separate.

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2018-06-21 12:09:39 +01:00
Emil Velikov 1c1f70d12f st/dri: constify dri_fill_st_visual's screen
As the function says - only the visual is changed.

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-06-21 12:09:39 +01:00
Emil Velikov ccaa9f09cc mesa: remove struct gl_extensions::ATI_separate_stencil
Virtually every driver that supports ATI_separate_stencil
also supports EXT_stencil_two_side.

Use the latter boolean for both extension. With that in mind we can drop
the explicit true from the drivers and the nasty comment in
compute_version().

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-06-21 12:09:39 +01:00
Eric Engestrom 1714dfca8a travis: add libXrandr and its randrproto dependency
Fixes: 3f960c1338 "vulkan: EXT_acquire_xlib_display requires libXrandr headers to build"
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
2018-06-21 11:46:47 +01:00
Juan A. Suarez Romero d24839be70 swr: bump minimum supported LLVM version to 5.0
RADV now requires LLVM 5.0 or greater, and thus we can't build dist
tarball because swr requires LLVM 4.0.

Let's bump required LLVM to 5.0 in swr too.

Fixes: f9eb1ef870 ("amd: remove support for LLVM 4.0")
Cc: Tim Rowley <timothy.o.rowley@intel.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Cc: Dylan Baker <dylan@pnwbakers.com>
Cc: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Bruce Cherniak <bruce.cherniak@intel.com>
2018-06-21 12:16:46 +02:00
Grazvydas Ignotas f966929805 radeonsi: add a debug flag to zero vram allocations
This allows to avoid having to see garbage in Dying Light loading screen
at least, which probably expects Windows/NV behavior of all allocations
being zeroed by default.

Analogous to radv flag with the same name.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-06-21 12:18:50 +03:00
Grazvydas Ignotas 4e0d93dc0e radeonsi: use shifts for sign extension
Avoids a branch and reduces code size a tiny bit:
    text   data     bss      dec    hex filename
10804563 398653 2070368 13273584 ca89f0 /tmp/radeonsi_dri.so.old
10804499 398653 2070368 13273520 ca89b0 /tmp/radeonsi_dri.so

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-06-21 12:17:34 +03:00
Samuel Pitoiset af17a29ad8 radv: set EVENT_WRITE_EOP.INT_SEL = wait for write confirmation
Ported from RadeonSI.
Not sure why this is needed but AMDVLK does something similar.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-06-21 10:31:03 +02:00
Samuel Pitoiset 41f6096c26 radv: use EOP_DATA_SEL_* instead of magic numbers
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-06-21 10:31:02 +02:00
Roland Scheidegger 53959fcbd8 r600: fix copy/paste bug for sampleMaskIn workaround
The sampleMaskIn workaround (b936f4d1ca)
tries to figure out if the shader is running at per-sample frequency, but
there's a typo bug so it will only recognize per-sample linar inputs,
not per-sample perspective ones.

Spotted by Eric Engestrom <eric.engestrom@intel.com>

Fixes: b936f4d1ca0d2ab1e828a "r600: partly fix sampleMaskIn value"
2018-06-21 02:37:11 +02:00
Eric Anholt edb7890750 v3d: Fix min vs mag determination when not doing mip filtering.
Fixes all 128 failing tests in
dEQP-GLES3.functional.texture.filtering.*.combinations
2018-06-20 12:31:54 -07:00
Keith Packard 3f960c1338 vulkan: EXT_acquire_xlib_display requires libXrandr headers to build
When VK_USE_PLATFORM_XLIB_XRANDR_EXT is defined, vulkan.h includes
X11/extensions/Xrandr.h for the RROutput typedef which is used in
the vkGetRandROutputDisplayEXT interface.

Make sure we have the required header by checking during the build,
and also set CFLAGS to point at the right directory.

We don't need to link against the library as we don't use any
functions from there, so don't add the _LIBS value in the autotools
build.

Signed-off-by: Keith Packard <keithp@keithp.com>
Fixes: dbac8e25f8 "radv: Add EXT_acquire_xlib_display to radv driver [v2]"
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
2018-06-20 10:42:05 -07:00