Don't depend moving between samples on key->multisample
Big CI wins
Reported-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Fixes: 210d714f46 ("llvmpipe: handle multisample color stores.")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10780>
Don't be smarter than state tracker here, of d3d10 wants to do
something the state tracker should hard code that. Since lavapipe
wants to use clip_halfz and depth clipping independently.
This fixes some issues blitting Z that zink was seeing
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10068>
When depth clamp is disabled the viewport values aren't meaningful,
however the value is about to be converted to a unorm so needs
to still be clamped to 0/1.
This might not be the best place for this, maybe it should be in
the write swizzled code.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10068>
item->base will be freed for the NULL reference write
so just use a temporary to avoid it.
This was found with asan and lavapipe:
dEQP-VK.api.copy_and_blit.core.blit_image*
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8912>
Instead of calling this function again to unbind trailing slots,
extend it to do it when images are being set. This reduces CPU overhead.
Only st/mesa benefits.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8298>
We often do this:
pipe->set_constant_buffer(pipe, shader, slot, &cb);
pipe_resource_reference(&cb->buffer, NULL);
That results in atomic increment in set_constant_buffer followed by
atomic decrement after set_constant_buffer. This new interface
eliminates those atomics.
For the case above, this should be used instead:
pipe->set_constant_buffer(pipe, shader, slot, true, &cb);
cb->buffer = NULL; // if cb is not a local variable, else do nothing
AMD Zen benefits from this. The perf improvement is ~3% for Viewperf13/Catia.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8298>
pipe_alpha_state and pipe_depth_state will be packed together
because they have only a few bitfields each. This will eventually
remove 4 bytes of padding in pipe_depth_stencil_alpha_state.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7940>
Need to update the z value after updating the pos at pixel
center, and later reupdate it again, so we can avoid some
LLVM IR values not being dominant issues.
Fixes:
dEQP-VK.renderpass.suballocation.multisample.s8_uint.samples_4
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6381>
ARB_framebuffer_no_attachments + multisampling means blend
can have an effect even outside of colorbufs
Fixes:
dEQP-VK.pipeline.multisample.alpha_to_coverage_no_color_attachment.samples_4.alpha_opaque
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6381>
Currently llvmpipe calls finish on the context when a shader
variant has to be destroyed just in case the variant is currently
in use by the setup engine.
Fix this by reference counting the shaders, and reference counting
the shader variants.
Whenever a shader is used in the rasteriser backend, it is added
to a reference list and removed when the rasterizer is finished with it.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6341>
Currently the test crashes with LLVM errors
Stored value type does not match pointer operand type!
store <8 x i32> %s_dst, <8 x i8>* %261
Change the stored type for 8-bit stencil formats.
Fixes:
GTF-GL45.gtf44.GL31Tests.texture_stencil8.texture_stencil8_gl44
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5926>
Serialize and check if the object is in the cache, it there is
a cached object skip compilation code once we've constructed
the function interface.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5049>
When we use an object cache for the MCJIT we can have identical
cache entries from the same shader variant in different shaders,
but the JIT objcache uses the function name to relink things,
so it has to be consistent. Just drop the variants from the
function names.
Note the modules still have the variant info.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5049>
Move the color storage before the late Z test as for sample
shading it needs to be inside a loop with the fragment shader.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
This creates a global static with the current sample positions,
and passes it to the fragment shader which uses it for interpolation
and sample position support.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
Extract the final per-sample masks and store to the multisample
color buffers using them.
This retypes the pointer to a uint8_t at entry to make the
GEP simpler, then recasts to the blend type.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
A set of values have to be passed from the early depth test to the
late depth write, when multisampling is enabled, a range of those
values have to be stored between stages, so create storage for them
and pass the values through the storage.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
Start adding support for multisample masks and the depth passes
The depth passes have to run per-sample, this isn't complete support
it adds the loops, and handles the execution masks.
One mask is stored per sample, they are combined post the early Z
pass into a single shader execution mask, and then the resulting
shader execution mask is anded back in for the late Z pass.
Init the vars to NULL to avoid gcc warnings
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
The current depth stencil test code has some optimisations using
the mask when there is only one depth value, multisample requires
per-sample zstencil testing, and for that case just pass in the
mask that needs updating.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
In order to add per-sample support to this code, the mask
value is needed not the value from the exec mask.
v2: update comment
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>