The fast path for Intel's ReadPixels() unintentionally omits clipping
the specified area to a valid one. Rather than clip in various
corner-cases, perform this operation in the API validation stage.
The bug in intel_readpixels_tiled_memcpy() showed itself when the winsys
ReadBuffer's height was smaller than the one specified by ReadPixels().
yoffset became negative, which was an invalid input for tiled_to_linear().
v2: Move clipping to validation stage (Jason)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92193
Reported-by: Marta Löfstedt <marta.lofstedt@intel.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Use gl_renderbuffer::{Width,Height} (Jason)
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
These logical texture instructions can have a *lot* of sources. It's much
safer if we have symbolic names for them.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit adds the capability to NIR to support separate textures and
samplers. As it currently stands, glsl_to_nir only sets the texture deref
and leaves the sampler deref alone as it did before and nir_lower_samplers
assumes this. Backends can still assume that they are combined and only
look at only at the texture index. Or, if they wish, they can assume that
they are separate because nir_lower_samplers, tgsi_to_nir, and prog_to_nir
all set both texture and sampler index whenever a sampler is required (the
two indices are the same in this case).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We're about to separate the two concepts. When we do, the sampler will
become optional. Doing a rename first makes the separation a bit more
safe because drivers that depend on GLSL or TGSI behaviour will be fine to
just use the texture index all the time.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bit 0 of the Patch Header is "TR DS Cache Disable". Setting that bit
disables the DS Cache for tessellator-output topologies resulting in
stitch-transition regions (but leaves it enabled for other cases).
We probably shouldn't leave this to chance - the URB could contain
garbage - which could result in the cache randomly being turned on
or off.
This patch makes the final EOT write 0 to the first DWord (which
only contains this one bit). This ensures the cache is always on.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Direct access to intr->const_index[n], where different slots have
different meanings, is somewhat confusing.
Instead, let's put some extra info in nir_intrinsic_infos[] about which
slots map to what, and add some get/set helpers. The helpers validate
that the field being accessed (base/writemask/etc) is applicable for the
intrinsic opc, for some extra safety. And nir_print can use this to
dump out decoded const_index fields.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The tests assertion-failed in vkCmdClearDepthStencilImage because the
isl surface lacked ISL_SURF_USAGE_DEPTH_BIT.
Fixes: https://gitlab.khronos.org/vulkan/mesa/issues/26
Fixes: dEQP-VK.pipeline.timestamp.transfer_tests.host_stage_with_clear_depth_stencil_image_method
Fixes: dEQP-VK.pipeline.timestamp.transfer_tests.transfer_stage_with_clear_depth_stencil_image_method
Don't translate VkImageCreateInfo::usage into an isl_surf_usage bitmask.
Instead, translate anv_image::usage, which is a superset of
VkImageCreateInfo::usage.
For-Issue: https://gitlab.khronos.org/vulkan/mesa/issues/26
If the only stage is MESA_SHADER_COMPUTE, we should complain that
there's nothing coming out of the geometry shader stage just as
we would if the first stage were MESA_SHADER_FRAGMENT.
Also, it's valid for tessellation shaders to be the stage producing
transform feedback varyings, so mention those in the compiler error.
Found by inspection.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This fixes FP16 conversion instructions for VI, which has 16-bit floats,
but not SI & CI, which can't disable denorms for those instructions.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
It was partly a state and partly emulated by shader code, but since we want
to do this in a fragment shader prolog, we need to put it into the shader
key, which will be used to generate the prolog.
This also removes the spi_ps_input states and moves the registers
to the PS state.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
BCOLOR inputs were immediately after COLOR inputs. Thus, all following inputs
were offset by 1 if color_two_side was enabled, and not offset if it was not
enabled, which is a variation that's problematic if we want to have 1 variant
per shader and the variant doesn't care about color_two_side (that should be
handled by other bytecode attached at the beginning).
Instead, move BCOLOR inputs after all other inputs, so BCOLOR0 is at location
"num_inputs" if it's present. BCOLOR1 is next.
This also allows removing si_shader::nparam and
si_shader::ps_input_param_offset, which are useless now.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Previously, in order to get things working, we just always shadowed
variables. Now, we rewrite derefs whenever it's safe to do so and only
shadow if we have an in or out variable that we write or read to
respectively.