This struct used to rely on being in a union, it isn't anymore,
so we have to pick the correct outinfo struct now.
This should fix a regression since the union became a struct.
dEQP-VK.tessellation.geometry_interaction.point_size.vertex_set_geometry_set
Fixes: 6078a3bd51 (ac/nir: Allow ac_shader_variant_info to contain info about multiple stages.)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Remove allocation of > 2kbyte buffers into context memory in
swr_copy_to_scatch_space() (which is used to copy small vertex/index buffers
and shader constants to a scratch space to be used by the upcoming draw.)
Large shader constant allocations need to be done in the circular scratch
buffer instead of context memory, because their values persist across
render calls.
Also lower SCRATCH_SINGLE_ALLOCATION_LIMIT to 8k, since allocations of larger
buffers will get too large for the circular scratch space.
Fixes render issues with CEI Ensight.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Looking at shader traces I noticed some registers were missing,
one of them was being eaten by the wrong clear state length.
Fixes: 4f42ea4dc (radv: use CLEAR_STATE for initializing some registers)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Otherwise -Dgallium-drivers= will cause libmesa_gallium to be built and
the megadriver install script to attempt to install drivers without any
actual drivers being built.
fixes: 66f97f6640 ("meson: build radeonsi")
Reported-by: Rafael Antognolli <rafael.antognolli@intel.com>
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Lyude Paul <lyude@redhat.com>
It looks the original indirect mask was probably copied from
ANV.
Sascha Willems demo results:
tessellation ~4000 -> ~4200 fps
V2: continue lowering local indirects due to llvm deficiencies.
Tested-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Meta's GenerateMipmap implementation binds the same image for both
sampling and rendering - but it samples from one miplevel while
rendering the next. This is a false self-dependency, and there's
no need to disable auxiliary buffers in this case. In fact, we really
want to leave it enabled so the new miplevels gain color compression.
Thankfully, the texture object's _MaxLevel is always one shy of the
miplevel being rendered. So we can simply check if irb->mt_level is
overlaps with the texture's defined levels. If not, there's no self-
dependency and we can leave the auxiliary buffers enabled.
Fixes a performance regression in GFXBench4 Car Chase, which apparently
calls glGenerateMipmap() on every frame.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103247
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by; Jason Ekstrand <jason@jlekstrand.net>
Now that intel_miptree_prepare_texture takes levels and layers, there's
not much use in this anymore.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by; Jason Ekstrand <jason@jlekstrand.net>
This should avoid unnecessary resolves when working with texture views.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by; Jason Ekstrand <jason@jlekstrand.net>
This effectively exports intel_miptree_prepare_texture_slices() as
intel_miptree_prepare_texture(). The hope is to avoid resolves for
when using texture views that access a subset of the levels/layers.
For now, we pass the same arguments to separate the mechanical change
from the one that actually modifies our behavior.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by; Jason Ekstrand <jason@jlekstrand.net>
A number of double/int64 operations don't have matching
read and write usage masks, which the fallthrough case of
tgsi_util_get_inst_usage_mask assumes for componentwise
tagged instructions.
No regressions in llvmpipe piglit; fixes a large number of
swr regressions.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The restriction is supposed to apply if the width *field* is >= 8192,
meaning the actual width *value* is >= 8193.
The code also incorrectly used == for some reason.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Commit a73116ecc6 tried to make add_barrier_deps()
walk to the next barrier, and stop. To accomplish that, it added an
is_barrier flag. Unfortunately, this only works half of the time.
The issue is that add_barrier_deps() walks both backward (to the
previous barrier), and forward (to the next barrier). It also sets
is_barrier. Assuming that we're processing instructions in forward
order, this means that is_barrier will be set for previous instructions,
but not future ones. So we'll never see it, and walk further than we
need to.
dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.23
now compiles its shaders in 3.6 seconds instead of 3.3 minutes.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tested-by: Pallavi G <pallavi.g@intel.com>
This eliminates a layer of wrapping, and makes a backend_instruction
sufficient. The downside is that it exposes 'eot' to the vec4 backend,
which it doesn't need, but can basically happily ignore.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tested-by: Pallavi G <pallavi.g@intel.com>
We only need to add a check to validate output locations here. For
inputs with invalid locations we will fail to link when we can't
find a matching output in the same (invalid) location.
v2: compute location slots properly depending on shader stage and
variable type / direction
Fixes:
KHR-GL45.enhanced_layouts.varying_location_limit
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
When we have up to 16 FS inputs, the SF unit will reorder our inputs
to be consecutive, however, when we have more than 16 we need to
to read our inputs from the URB exactly as they have been
output from the previous stage. This means that for SSO we have to
consider if we have URB padding due to unused input locations.
Specifically, this affects gen9 active components programming, since
for things to work in scenarios with over 16 inputs that have padded
regions we need to ensure that we program active components for the
padded regions too. If we don't do this the hardware won't read
the URB properly for inputs located after padded regions.
Found empirically.
Fixes (these also require a patch in CTS):
KHR-GL45.enhanced_layouts.varying_locations
KHR-GL45.enhanced_layouts.varying_array_locations
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We only want to scare the user away from causing a GPU stall for mapping
a busy bo. The time taken to instantiate the set of pages for a buffer
and their mmapping is unavoidable and flagging idle bo as being busy is
"crying wolf".
Reported-by: Tvrtko Ursulin <tvrtko.ursulin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>