anv_render_pass_compile() turns an unused attachment into a NULL
depth_stencil_attachment pointer so check that pointer before
accessing it.
Found with updates to existing CTS tests.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 208be8eafa ("anv: Make subpass::depth_stencil_attachment a pointer")
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
It will be used for stream output but for now only declares it
if VS and if the PrimitiveID needs to be exported.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Only VS needs that. We shouldn't hardcode these values but
that's complicated to not do that for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
ac_nir_context is initialized after the driver emits the NGG GS
prologue so it's likely to crash.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
"unknown_2" field is actually a size of instruction that branch
points to. If it's set to a smaller size than actual instruction
branch behavior is not defined (and it usually wedges the GPU).
Fix it by setting this field correctly.
Fixes: af0de6b91c ("lima/ppir: implement discard and discard_if")
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
This corresponds to what the GC3000 blob does. The USED / UNUSED enums are
wrong, at least for GC2000/GC3000.
Without this the 3rd texture component is not interpolated correctly (flat?)
in the following test (and others):
dEQP-GLES2.functional.texture.mipmap.cube.generate.rgba8888_nicest
Strangely, when the texture is sampled from OpenGL it works correctly,
the problem only shows up for sampling by gallium/blitter. This fixes other
cube map tests which use util_blitter_blit.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The rs alignment doesn't have to be multiplied by # of pixel pipes.
This works on GC2000 which doesn't have the SINGLE_BUFFER feature.
This fixes some cubemaps (NPOT / small mipmap levels) because aligning by 8
breaks the expected alignment of 4 for tiled format. We don't want to mess
with the alignment of tiled formats.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The MIN filter is never used when not using mipmaps. This fixes that.
Interestingly, only GC3000 needs this (GC2000 works without this fix).
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
ROUND_UV rounding breaks nearest filtering.
Enable it only when nearest filtering isn't used.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Fix this build error on Ubuntu 18.04.
/usr/bin/ld: src/util/libmesa_util.a(u_cpu_detect.c.o): undefined reference to symbol 'pthread_once@@GLIBC_2.2.5'
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110663
Suggested-by: Eric Engestrom <eric@@engestrom.ch>
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Eric Engestrom <eric@engestrom.ch>
I don't particularly care about getting x86/ARM cross-build coverage
of all the window systems, but we do want to be building src/mesa/
(for x86 asm) and gallium drivers (for vc4 NEON asm). I'm also hoping
to use these build products for testing freedreno on actual HW (which
we do using surfaceless).
This increases the docker image from 1.4G to 1.5G.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Acked-by: Eric Engestrom <eric@engestrom.ch>
When using softpin, the first allocation was not calculating the
padding and offset correctly for the case the first allocation needed
to grow. We were missing initialize the state.end right after
expanding the pool for the first time.
This is not a problem for non-softpin since there we don't use
leftover padding so the ends would re-arrange incrementally.
This fixes running dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13 in
SKL -- the test uses a shader larger than the initial size for the
instruction pool.
Fixes: dfc9ab2ccd "anv/allocator: Add padding information."
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
There is widespread consensus that simple_list should go away.
This patch converts one more use to the modern kernel-style list.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
For bindless SSBO access, we have to do 64-bit address calculations. On
ICL and above, we don't have 64-bit integer support so we have to lower
the address calculations to 32-bit arithmetic. If we don't run the
optimization loop before lowering, we won't fold any of the address
chain calculations before lowering 64-bit arithmetic and they aren't
really foldable afterwards. This cuts the size of the generated code in
the compute shader in dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13 by
around 30%.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We don't even support replay anymore; this is just wasting characters
and adding clutter.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows dumping memory properties directly without dereferencing an
address, allowing us to fix more -Waddress-of-packed-member warnings.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It could be midgard_outmod_float or midgard_outmod_int; don't assume
it's one or the other. Fixes -Wenum-conversion warnings.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Mali job dependency graphs, at least for GLES3.0, have the special
property that a given node will only have at most a single dependent.
This allows us to efficiently precompute the dependent array and
replace an inner loop's O(N) search with an O(1) lookup, bringing the
algorithmic complexity of scoreboarding from O(N^2) to O(N).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that it has been totally replaced by the borrow mechanism, it is now
unused code.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The whole purpose of the transient memory model is to make subdivision
stupidly easy, so let's handle that.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The batch now temporarily possesses the transient buffer, so it'll need
to remember that to free it later.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We use a fixed size slab if we can, otherwise we create a dedicated
("oversized") BO and add that to the job. In the latter case we'll get
reference counting for free so we can forget about this corner case for
the rest of the series.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like transient allocations to occur on the screen (borrowed by
the batch) rather than on the context. Add fields to track this.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The latter upload is correct, but the former upload is unassociated with
any particular FBO and therefore becomes orphaned. We do have to upload
at draw-time at the latest, if we haven't by then.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Zero-sized allocations will fail with an unhelpful errno from the
kernel; check size explicitly in userspace before it gets that far.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The test is based on link_shaders().
For example, it allows the following test (when run on SPIR-V mode) to
pass:
spec/arb_compute_shader/linker/mix_compute_and_non_compute.shader_test
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
The shader combination tests are copied from link_shaders().
For example, it allows the following tests (when run on SPIR-V mode) to
pass:
spec/arb_tessellation_shader/linker/no-vs
spec/arb_tessellation_shader/linker/tcs-no-vs
spec/arb_tessellation_shader/linker/tes-no-vs
spec/glsl-1.50/linker/gs-without-vs
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Right now we don't support disk cache for SPIR-V shaders (from
ARB_gl_spirv), so let's avoid writing the program data to or reading
it from the disk if any in-use shaders use SPIR-V.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Right now we don't have cache support for SPIR-V shaders (from
ARB_gl_spirv). Right now they are properly skipped because they fall
on the ff shader code path (no key, no name), but it would be better
to update current comments, and add some guards.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Allocate UniformDataDefaults and fill in the data defaults when
linking a SPIR-V program. Among other things, this allows program
serialization to work.
It allows the following piglit test (when run on SPIR-V mode) to pass:
spec/arb_get_program_binary/execution/uniform-after-restore.shader_test
v2: use memcpy to initialize UniformDataDefaults
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When querying MAX_NUM_ACTIVE_VARIABLES, NUM_ACTIVE_VARIABLES and
ACTIVE_VARIABLES over SSBO and UBO interfaces, we filter the variables
which are active using the variable's name and looking for it in the
program resource list. If it is in the program resource list, the
variable will be considered active.
However due to ARB_gl_spirv where name reflection information is not
mandatory, we can use the UBO/SSBO binding and variable offset to
filter which variables which are active.
v2: use RESOURCE_UBO/UNI macros instead of direct castings, update
comment (Alejandro)
v3: Change signature of _mesa_program_resource_find_active_variable
to simplify calling it. Also, squash the fix for find_binding_offset
for arrays of blocks (Arcady)
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Arcady Goldmints-Orlov <agoldmints@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When querying GL_LOCATION_INDEX using glGetProgramResourceiv
we already know the index of the resource, we do not need to find
it using the name, which is convenient for shaders coming from
SPIR-V binaries where names are optional.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Fixes the program queries API (glGetProgramiv):
TRANSFORM_FEEDBACK_VARYINGS and TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
in two cases:
1. ARB_enhaced_layouts:
The queries were not working for GLSL shaders which specify the
varyings using enhanced layouts. We were returning the info as if the
varyings could only be specified using the API.
2. ARB_gl_spirv:
TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH should return 1 if there is no
name reflection information available.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
From the ARB_gl_spirv specification, glGetUniformLocation should
return -1 when no name reflection is available.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
For shaders constructed from SPIR-V binaries, it is possible that
no name reflection information is available. In that case,
- glGetProgramInterfaceiv(.., pname=MAX_NAME_LENGTH, ..)
- gletProgramResourceiv(.., props=NAME_LENGTH, ..)
should return 1.
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Since ARB_gl_spirv it is possible to miss a lot of name reflection
information, so it is needed to add NULL name checks for several
queries, and return a specific value on those cases. This commit add
them for ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH,
ACTIVE_ATTRIBUTE_MAX_LENGTH and ACTIVE_UNIFORM_MAX_LENGTH.
From ARB_gl_spirv spec:
"If pname is ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, the length of
the longest active uniform block name, including the null
terminator, is returned. If no active uniform blocks exist, zero
is returned. If no name reflection information is available, one
is returned.
If pname is ACTIVE_ATTRIBUTE_MAX_LENGTH, the length of the longest
active attribute name, including a null terminator, is returned.
If no active attributes exist, zero is returned. If no name
reflection information is available, one is returned.
If pname is ACTIVE_UNIFORM_MAX_LENGTH, the length of the longest
active uniform name, including a null terminator, is returned. If
no active uniforms exist, zero is returned. If no name reflection
information is available, one is returned."
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
From the ARB_program_interface_query specification:
"For the property TOP_LEVEL_ARRAY_SIZE, a single integer
identifying the number of active array elements of the top-level
shader storage block member containing to the active variable is
written to <params>. If the top-level block member is not
declared as an array, the value one is written to <params>. If
the top-level block member is an array with no declared size, the
value zero is written to <params>."
"For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
identifying the stride between array elements of the top-level
shader storage block member containing the active variable is
written to <params>. For top-level block members declared as
arrays, the value written is the difference, in basic machine
units, between the offsets of the active variable for consecutive
elements in the top-level array. For top-level block members not
declared as an array, zero is written to <params>."
v2: move top_level_array_size and stride into nir_link_uniforms_state
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
ARB_gl_spirv points that the offset must be explicit, however this is
true for 'root' types. For complex types, like struct members or
arrays of arraya, it needs to be computed.
We are not using the offset stored in the gl_buffer_variables during
the uniform blocks linking because currently we do not have a way to
relate a gl_buffer_variable with its corresponding gl_uniform_storage.
The GLSL path uses the name for that, but we can not rely on that
because names are optional in SPIR-V.
Notice that uniforms non-backed by a buffer object will have an offset
equal to -1, like in the GLSL path.
v2: add offset and var_is_in_block as per-variable state in
nir_link_uniforms_state (Arcady)
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>